Unity UI事件扩展使用 (EventTriggerEx)

扩展类:

public static class EventTriggerEx
{
    /// <summary>
    /// Transform扩展添加 EventTrigger 事件
    /// </summary>
    /// <param name="trs"></param>
    /// <param name="eventID">事件类型</param>
    /// <param name="callback">事件回调</param>
    public static void AddTrsEntryTriggerEvent(this Transform trs, EventTriggerType eventID, UnityEngine.Events.UnityAction<BaseEventData> callback)
    {
        EventTrigger trigger = null;
        trigger = trs.GetComponent<EventTrigger>();
        if (trigger == null)
        {
            trigger = trs.gameObject.AddComponent<EventTrigger>();
        }
        var entry = trigger.triggers.Find((_entry) => { return _entry.eventID == eventID; });
        if (entry == null)
        {
            entry = new EventTrigger.Entry();
            entry.eventID = eventID;
            trigger.triggers.Add(entry);
        }
        entry.callback.AddListener(callback);
    }
    /// <summary>
    /// 检查鼠标是否在UI上
    /// </summary>
    /// <param name="uiPanel"></param>
    /// <returns></returns>
    public static bool IsPointerOverUI()
    {
        PointerEventData pointerEventData = new PointerEventData(EventSystem.current);
        pointerEventData.position = Input.mousePosition;
        List<RaycastResult> result = new List<RaycastResult>();
        EventSystem.current.RaycastAll(pointerEventData, result);
        if (result.Count > 0)
            return true;
        else
            return false;
    }

    /// <summary>
    /// 检查鼠标是否在目标UI上
    /// </summary>
    /// <param name="uiPanel"></param>
    /// <returns></returns>
    public static bool IsPointerOverUI(this Transform uiPanel)
    {
        if (EventSystem.current.IsPointerOverGameObject())
        {
            PointerEventData pointerEventData = new PointerEventData(EventSystem.current);
            pointerEventData.position = Input.mousePosition;
            List<RaycastResult> result = new List<RaycastResult>();
            EventSystem.current.RaycastAll(pointerEventData, result);
            if (result.Count > 0)
                foreach (var item in result)
                {
                    if (item.gameObject == uiPanel.gameObject|| item.gameObject.transform.IsChildOf(uiPanel)) return true;
                }
        }
        return false;
    }

    /// <summary>
    /// 多个个 检查值
    /// </summary>
    /// <param name="uiPanel"></param>
    /// <returns></returns>
    public static bool IsPointerOverUI(List<Transform> uiPanels)
    {
        if (EventSystem.current.IsPointerOverGameObject())
        {
            PointerEventData pointerEventData = new PointerEventData(EventSystem.current);
            pointerEventData.position = Input.mousePosition;
            List<RaycastResult> result = new List<RaycastResult>();
            EventSystem.current.RaycastAll(pointerEventData, result);
            if (result.Count > 0)
                foreach (var item in result)
                {
                    if (uiPanels != null) return false;
                    foreach (var u in uiPanels)
                    {
                        if (item.gameObject == u.gameObject || item.gameObject.transform.IsChildOf(u)) return true;
                    }
                }
        }
        return false;
    }

    /// <summary>
    ///  返回单个个UI检查值
    /// </summary>
    /// <param name="uiPanel"></param>
    /// <param name="mouseStatus"></param>
    /// <returns></returns>
    public static bool IsPointerOverUI(this Transform uiPanel, MouseStatus mouseStatus = MouseStatus.DownAndWheel)
    {
        switch (mouseStatus)
        {
            case MouseStatus.DownAndWheel:
                if (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1) || Input.GetAxis("Mouse ScrollWheel") != 0)
                {
                    return IsPointerOverUI(uiPanel);
                }
                return false;
            case MouseStatus.Down:
                if (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1))
                {
                    return IsPointerOverUI(uiPanel);
                }
                return false;
            case MouseStatus.Up:
                if (Input.GetMouseButtonUp(0) || Input.GetMouseButtonUp(1))
                {
                    return IsPointerOverUI(uiPanel);
                }
                return false;
            case MouseStatus.UpAndWheel:
                if (Input.GetMouseButtonUp(0) || Input.GetMouseButtonUp(1) || Input.GetAxis("Mouse ScrollWheel") != 0)
                {
                    return IsPointerOverUI(uiPanel);
                }
                return false;
        }
        return false;
    }
    /// <summary>
    /// 返回多个UI检查值
    /// </summary>
    /// <param name="uiPanels"></param>
    /// <param name="mouseStatus"></param>
    /// <returns></returns>
    public static bool IsPointerOverUI(this List<Transform> uiPanels, MouseStatus mouseStatus = MouseStatus.DownAndWheel)
    {
        switch (mouseStatus)
        {
            case MouseStatus.DownAndWheel:
                if (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1) || Input.GetAxis("Mouse ScrollWheel") != 0)
                {
                    return IsPointerOverUI(uiPanels);
                }
                return false;
            case MouseStatus.Down:
                if (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1))
                {
                    return IsPointerOverUI(uiPanels);
                }
                return false;
            case MouseStatus.Up:
                if (Input.GetMouseButtonUp(0) || Input.GetMouseButtonUp(1))
                {
                    return IsPointerOverUI(uiPanels);
                }
                return false;
            case MouseStatus.UpAndWheel:
                if (Input.GetMouseButtonUp(0) || Input.GetMouseButtonUp(1) || Input.GetAxis("Mouse ScrollWheel") != 0)
                {
                    return IsPointerOverUI(uiPanels);
                }
                return false;
        }
        return false;
    }
    /// <summary>
    /// 鼠标可选状态
    /// </summary>
    public enum MouseStatus
    {
        Down = 0,//左右键按下去
        Up = 1,//左右键抬起
        DownAndWheel = 2,//左右键按下去+滑轮
        UpAndWheel = 3,//左右键抬起+滑轮
    }
}

测试类:

 

 

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