unityUI点击穿透

using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using System.Collections.Generic;
using System;
using UnityEngine.UI;
using UnityEngine.Events;


/**
 * 触摸点击事件,大部分来自于Button
 *
 */
public class UITouchClick : MonoBehaviour,
    IPointerDownHandler, IPointerUpHandler, IPointerClickHandler
{


    //记录按下的物体
    public GameObject _onPointerDownObj;

    /// <summary>
    /// 是否可以穿透事件
    /// </summary>
    public bool canPassEvent;





    public void OnPointerDown(PointerEventData eventData)
    { 
        if (canPassEvent) this.PassEvent(eventData, ExecuteEvents.pointerDownHandler);
    }


    public void OnPointerClick(PointerEventData eventData)
    {
        this.CancelInvoke();   
        if (canPassEvent) this.PassEvent(eventData, ExecuteEvents.pointerClickHandler);
        this.OnTriggerClick();
    }

    public void OnPointerUp(PointerEventData eventData)
    {   
        if (canPassEvent) this.PassEvent(eventData, ExecuteEvents.pointerUpHandler);
    }

    public Action onClick;
    public void OnTriggerClick()
    {
   
        onClick?.Invoke();
    }

    public void OnTriggerPress()
    {
    

    }

    /// <summary>
    /// 主动向下穿透
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="data"></param>
    /// <param name="function"></param>
    public void PassEvent<T>(PointerEventData data,
        ExecuteEvents.EventFunction<T> function) where T : IEventSystemHandler
    {
        var results = new List<RaycastResult>();
        EventSystem.current.RaycastAll(data, results);

        var current = data.pointerCurrentRaycast.gameObject;
        _onPointerDownObj = null;
        foreach (var raycast in results)
        {
            if (current == raycast.gameObject) continue;
            if (gameObject == raycast.gameObject) continue;
            //点到自己的Panel层
            if (raycast.gameObject.name == "guidepanelbg") continue;

            //判断穿透对象是否是需要要点击的对象
            if (ExecuteEvents.Execute(raycast.gameObject, data, function))
            {
                if (function.GetType() == ExecuteEvents.pointerDownHandler.GetType() && _onPointerDownObj == null)
                {
                    _onPointerDownObj = raycast.gameObject;
                }
                break;
            }
        }

        if (function.GetType() == ExecuteEvents.pointerUpHandler.GetType() && _onPointerDownObj != null)
        {
            //ExecuteEvents.Execute(_onPointerDownObj, data, function);
            afterPass?.Invoke(_onPointerDownObj.name,()=> {
                ExecuteEvents.Execute(_onPointerDownObj, data, function);
            });
        }
      
    }

    public Action<string,Action> afterPass;
}

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