1. 程式人生 > >unity UGUI按鈕繫結事件的四種方法

unity UGUI按鈕繫結事件的四種方法

UGUI 視覺化建立以及關聯事件很方便, 動態建立可以利用建立好的 Prefab 進行例項化, 只是在關聯事件上有些複雜, 本文總結了幾種給按鈕繫結事件的關聯方式.

1. 視覺化建立及事件繫結 #

Step 1 : 通過 Hierarchy 面板建立 UI > Button.

Step 2 : 建立一個指令碼 TestClick.cs, 定義了一個 Click 的 public 方法.

Step 3 : 選中 Hierarchy 中的 Button, Add Component 指令碼 TestClick.cs

Step 4 : 在 Button(Script) 關聯 TestClick 腳本里的 Click 方法.

Step 5 : Done.

TestClick.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TestClick : MonoBehaviour {

    public void Click(){
        Debug.Log ("Button Clicked. TestClick.");
    }
}

2. 通過直接繫結指令碼來繫結事件 #

Step 1 : 通過 Hierarchy 面板建立 UI > Button.

Step 2 : 建立一個 ClickHandler.cs 指令碼, 定義了一個私有方法 OnClick(), 並在 Start() 方法裡為 Button 新增點選事件的監聽,作為引數傳入 OnClick 方法.

Step 3 : 將 ClickHandler 繫結在 Button 物件上.

Step 4 : Done.

ClickHandler.cs

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

public class ClickHandler : MonoBehaviour {

    void Start () {
        Button btn = this.GetComponent<Button> ();
        btn.onClick.AddListener (OnClick);
    }

    private
void OnClick()
{ Debug.Log ("Button Clicked. ClickHandler."); } }

3. 通過 EventTrigger 實現按鈕點選事件 #

UGUI 系統中 Button 預設只提供了 OnClick 的呼叫方法, 有時候我們還需要監聽滑鼠進入事件 (MouseIn) 和滑鼠滑出事件 (MouseOut). 就需要藉助 UI 系統中的 EventTrigger 指令碼來實現.

Step 1 : 通過 Hierarchy 面板建立 UI > Button.

Step 2 : 建立一個 EventTriggerHandler.cs 指令碼, 利用 UnityEngine.EventSystems.EventTrigger 新增監聽事件.

Step 3 : 繫結 EventTriggerHandler.cs 指令碼到 Button 上.

Step 4 : Done.

EventTriggerHandler.cs

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

// 需要 EventTrigger 指令碼的支援
[RequireComponent(typeof(UnityEngine.EventSystems.EventTrigger))]
public class EventTriggerHandler : MonoBehaviour {

    // Use this for initialization
    void Start () {
        Button btn = this.GetComponent<Button> ();
        EventTrigger trigger = btn.gameObject.GetComponent<EventTrigger> ();
        EventTrigger.Entry entry = new EventTrigger.Entry ();
        // 滑鼠點選事件
        entry.eventID = EventTriggerType.PointerClick;
        // 滑鼠進入事件 entry.eventID = EventTriggerType.PointerEnter;
        // 滑鼠滑出事件 entry.eventID = EventTriggerType.PointerExit;
        entry.callback = new EventTrigger.TriggerEvent ();
        entry.callback.AddListener (OnClick);
        // entry.callback.AddListener (OnMouseEnter);
        trigger.triggers.Add (entry);
    }

    private void OnClick(BaseEventData pointData){
        Debug.Log ("Button Clicked. EventTrigger..");
    }

    private void OnMouseEnter(BaseEventData pointData){
        Debug.Log ("Button Enter. EventTrigger..");
    }
}

4. 通過 MonoBehaviour 實現事件類介面來實現事件的監聽 #

Step 1 : 通過 Hierarchy 面板建立 UI > Button.

Step 2 : 建立一個 EventHandler.cs 指令碼.

Step 3 : 將指令碼繫結在 Button 物件上.

Step 4 : Done.

EventHandler.cs

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

public class EventHandler : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IDragHandler {

    public void OnPointerClick(PointerEventData eventData){
        if(eventData.pointerId == -1){
            Debug.Log ("Left Mouse Clicked.");
        } else if(eventData.pointerId == -2){
            Debug.Log ("Right Mouse Clicked.");
        }
    }

    public void OnPointerEnter(PointerEventData eventData){
        Debug.Log ("Pointer Enter..");
    }

    public void OnPointerExit(PointerEventData eventData){
        Debug.Log ("Pointer Exit..");
    }

    public void OnPointerDown(PointerEventData eventData){
        Debug.Log ("Pointer Down..");
    }

    public void OnDrag(PointerEventData eventData){
        Debug.Log ("Dragged..");
    }

}

UGUI 如何判斷 UI 元素被點選時是滑鼠的哪個按鍵, 上面的程式碼中我們可以根據 eventData.pointerId 來監聽是滑鼠左鍵還是右鍵. 但是每個 UI 元素都建立一個 MonoBehaviour 來監聽各個事件顯然不好, 下面是通過利用 Delegate 和 Event 來做一個通用類 UIEventListener 來處理事件 (觀察者模式).

UIEventListener.cs

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

public class UIEventListener : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler {

    // 定義事件代理
    public delegate void UIEventProxy(GameObject gb);

    // 滑鼠點選事件
    public event UIEventProxy OnClick;

    // 滑鼠進入事件
    public event UIEventProxy OnMouseEnter;

    // 滑鼠滑出事件
    public event UIEventProxy OnMouseExit;

    public void OnPointerClick(PointerEventData eventData){
        if (OnClick != null)
            OnClick (this.gameObject);
    }

    public void OnPointerEnter(PointerEventData eventData){
        if (OnMouseEnter != null)
            OnMouseEnter (this.gameObject);
    }

    public void OnPointerExit(PointerEventData eventData){
        if (OnMouseExit != null)
            OnMouseExit (this.gameObject);
    }

}

TestEvent.cs

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

public class TestEvent : MonoBehaviour {

    void Start () {
        Button btn = this.GetComponent<Button> ();
        UIEventListener btnListener = btn.gameObject.AddComponent<UIEventListener> ();

        btnListener.OnClick += delegate(GameObject gb) {
            Debug.Log(gb.name + " OnClick");
        };

        btnListener.OnMouseEnter += delegate(GameObject gb) {
            Debug.Log(gb.name + " OnMouseEnter");
        };

        btnListener.OnMouseExit += delegate(GameObject gb) {
            Debug.Log(gb.name + " OnMOuseExit");
        };
    }

}

TestEvent 指令碼繫結在 Button 上即可.

Project 結構


轉自:http://www.cnblogs.com/isayes/p/6370168.html


看不懂請點選看原文