unity版本2018.2.20f1
Hierarchy面板如下图所示:
UIEvent代码:
using System;
using UnityEngine;
using UnityEngine.EventSystems;
public class UIEvent : EventTrigger
{
public static UIEvent Get(GameObject obj)
{
UIEvent e = obj.GetComponent<UIEvent>();
if (e == null)
{
e = obj.AddComponent<UIEvent>();
}
return e;
}
public Action<PointerEventData> OnPointerClickCallBack;
public Action<PointerEventData> OnPointerDownCallBack;
public Action<PointerEventData> OnPointerUpCallBack;
public Action<PointerEventData> OnBeginDragCallBack;
public Action<PointerEventData> OnDragCallBack;
public Action<PointerEventData> OnEndDragCallBack;
public override void OnPointerClick(PointerEventData eventData)
{
if (OnPointerClickCallBack != null)
{
OnPointerClickCallBack(eventData);
}
}
public override void OnPointerDown(PointerEventData eventData)
{
if (OnPointerDownCallBack != null)
{
OnPointerDownCallBack(eventData);
}
}
public override void OnPointerUp(PointerEventData eventData)
{
if (OnPointerUpCallBack != null)
{
OnPointerUpCallBack(eventData);
}
}
public override void OnBeginDrag(PointerEventData eventData)
{
if (OnBeginDragCallBack != null)
{
OnBeginDragCallBack(eventData);
}
}
public override void OnDrag(PointerEventData eventData)
{
if (OnDragCallBack != null)
{
OnDragCallBack(eventData);
}
}
public override void OnEndDrag(PointerEventData eventData)
{
if (OnEndDragCallBack != null)
{
OnEndDragCallBack(eventData);
}
}
}
测试代码:
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class TestUIEventUI : UIBase
{
private Image Image;
private Text Text;
private void Awake()
{
Image = GetComp<Image>("Image");
Text = GetComp<Text>("Text");
UIEvent.Get(Image.gameObject).OnPointerClickCallBack = OnClickImageBtn;
UIEvent.Get(Image.gameObject).OnPointerDownCallBack = OnClickImageBtnDown;
UIEvent.Get(Image.gameObject).OnPointerUpCallBack = OnClickImageBtnUp;
//UIEvent.Get(Text.gameObject).OnPointerClickCallBack = OnClickTextBtn;
Image.GetComponent<Button>().onClick.AddListener(ButtonEventFuc);
}
private void OnClickImageBtn(PointerEventData e)
{
Debug.Log("OnClickImageBtn");
}
private void OnClickImageBtnDown(PointerEventData e)
{
Debug.Log("OnClickImageBtnDown");
}
private void OnClickImageBtnUp(PointerEventData e)
{
Debug.Log("OnClickImageBtnUp");
}
private void OnClickTextBtn(PointerEventData e)
{
Debug.Log("OnClickTextBtn");
}
private void ButtonEventFuc()
{
Debug.Log("ButtonEventFuc");
}
}
其中的UIBase
1.Image以及Text都注册UIEvent的事件,并且它们的Raycast Target选项都勾选,则只响应Text的相关事件,Image的相关事件不响应。
2.Image以及Text都注册UIEvent的事件,并且Image的Raycast Target选项勾选,而Text的Raycast Target选项不勾选,则只响应Image的相关事件,Text的相关事件不响应。
3.Image注册UIEvent的事件,Text不注册UIEvent的事件,并且Image以及Text的Raycast Target选项都勾选(Text的Raycast Target选项勾选和不勾选一样),这时Image的相关事件可以响应。输出如下:
总结:给Image注册事件时,其子节点的UI控件的Raycast Target选项都不要勾选,也不要注册事件。确保我们的目标Image的相关事件不受影响。
如攻击按钮CD的话,可以在Image同层的下面加一个CD的Image(Raycast Target选项勾选)来屏蔽Image的相关事件。(或者CD的Image是Image的子节点,但是CD的Image的Raycast Target选项要勾选还要注册UIEvent事件。也可达到屏蔽Image的效果。)