UI之Button应用和Event Trigger事件应用,以及对其进行封装。
首先是button的简单应用,从界面添加,到设置button属性。再添加text,为Text制定动画,再为text添加移除脚本,将text制成prefab,再实现点击button动态创建一个text。
再给button添加一个响应动作,代码如下,最后在OnClick中选择刚写的响应动作,完成简单的button应用。
public class MyButtonEvent : MonoBehaviour { public Text myText; private Text tempText; // Use this for initialization public void creatMyText(string message){ tempText = (Text)Instantiate (myText); tempText.GetComponent<Transform> ().SetParent (GameObject.Find ("Canvas").GetComponent<Transform> (), true); tempText.text = message; } }
接下来是实现用事件来响应。
给button添加一个代码,如下:
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; [RequireComponent(typeof(UnityEngine.EventSystems.EventTrigger))] public class EventTriggerHandler : MonoBehaviour { void Start () { Button btn = this.GetComponent<Button> (); EventTrigger trigger = btn.gameObject.GetComponent<EventTrigger> (); EventTrigger.Entry entry = new EventTrigger.Entry (); entry.eventID = EventTriggerType.PointerClick; entry.callback = new EventTrigger.TriggerEvent (); entry.callback.AddListener (OnClick); trigger.triggers.Add (entry); } private void OnClick(BaseEventData pointData){ Debug.Log ("Button Clicked. EventTrigger.."); } }
但如果每次添加新的响应事件和响应函数都要重新写和实例化,于是我新建一个类用来对其进行封装。后面就只需要引用命名空间和类方法写入对应的量就可以了,封装类代码如下:
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; using System; namespace ButtonEvent{ public class EventTriggerFZ : MonoBehaviour { public EventTriggerFZ(){ } public static void EventTriggerUse(GameObject obj,EventTriggerType x,UnityEngine.Events.UnityAction<BaseEventData> y){ if (obj.GetComponent<EventTrigger> ()==null) { obj.AddComponent<EventTrigger> (); } EventTrigger trigger = obj.gameObject.GetComponent<EventTrigger> (); EventTrigger.Entry entry = new EventTrigger.Entry (); entry.eventID = x; entry.callback = new EventTrigger.TriggerEvent (); entry.callback.AddListener (y); trigger.triggers.Add (entry); } } }
后面添加在button上的代码大大缩减。代码如下:
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; using ButtonEvent; public class EventTriggerHandler : MonoBehaviour { private GameObject button ; void Start () { button = this.gameObject; EventTriggerFZ.EventTriggerUse (button, EventTriggerType.PointerClick, OnClick); } private void OnClick(BaseEventData pointData){ Debug.Log ("Button1 Clicked.EventTrigger.."); } }
接下来将更加深入的学习继承和事件。
EventTrigger事件触发的可执行函数要求:
1必须为Public 2函数返回为void 3只有一个输入参数 4 输入参数包括:int,float,string以及Object。
EventSystem事件管理器的使用:
事件接口大概分为这几类:
Pointer 鼠标指针类:IPointerClickHandler,IPointerDownHandler,IPointerEnterHandler,IPointerExitHandler,IPointerUpHandler (点击完(不可移出范围),点下,区域进入,移出,抬起(可移出范围))
Drag&Drop 拖拽类:IBeginDragHandler,IInitializePotentialDragHandler,IDragHandler,IEndDragHandler,IDropHandler
Selecr 点选类:IUpdateSelectedHandler,ISelectHandler,IDeselectHandler
Input 输入类:IScrollHandler,IMoveHandler,ISubmitHandler,ICancelHandler
posted on 2018-03-12 16:30 work-liuwei 阅读(273) 评论(0) 编辑 收藏 举报