ngui中 代码调用按钮事件(后来改成了按钮绑定键盘..)
ngui中 代码调用按钮事件
好烦人啊这个问题, 我弄完发上来
这个问题解决了一半 发现可以用 按钮绑定来解决这个问题,并且更安全方便快速
直接在按钮上添加一个 key binding 指定按键 搞定
不过看了一下源代码,好像这个binding实际上就是一个委托,哈哈,这样实际上两个问题都解决了@.@
using UnityEngine; /// <summary> /// This class makes it possible to activate or select something by pressing a key (such as space bar for example). /// </summary> [AddComponentMenu("Game/UI/Key Binding")] public class UIKeyBinding : MonoBehaviour { public enum Action { PressAndClick, Select, } public enum Modifier { None, Shift, Control, Alt, } /// <summary> /// Key that will trigger the binding. /// </summary> public KeyCode keyCode = KeyCode.None; /// <summary> /// Modifier key that must be active in order for the binding to trigger. /// </summary> public Modifier modifier = Modifier.None; /// <summary> /// Action to take with the specified key. /// </summary> public Action action = Action.PressAndClick; bool mIgnoreUp = false; bool mIsInput = false; /// <summary> /// If we're bound to an input field, subscribe to its Submit notification. /// </summary> void Start () { UIInput input = GetComponent<UIInput>(); mIsInput = (input != null); if (input != null) EventDelegate.Add(input.onSubmit, OnSubmit); } /// <summary> /// Ignore the KeyUp message if the input field "ate" it. /// </summary> void OnSubmit () { if (UICamera.currentKey == keyCode && IsModifierActive()) mIgnoreUp = true; } /// <summary> /// Convenience function that checks whether the required modifier key is active. /// </summary> bool IsModifierActive () { if (modifier == Modifier.None) return true; if (modifier == Modifier.Alt) { if (Input.GetKey(KeyCode.LeftAlt) || Input.GetKey(KeyCode.RightAlt)) return true; } else if (modifier == Modifier.Control) { if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)) return true; } else if (modifier == Modifier.Shift) { if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) return true; } return false; } /// <summary> /// Process the key binding. /// </summary> void Update () { if (keyCode == KeyCode.None || !IsModifierActive()) return; if (action == Action.PressAndClick) { if (UICamera.inputHasFocus) return; UICamera.currentTouch = UICamera.controller; UICamera.currentScheme = UICamera.ControlScheme.Mouse; UICamera.currentTouch.current = gameObject; if (Input.GetKeyDown(keyCode)) { UICamera.Notify(gameObject, "OnPress", true); } if (Input.GetKeyUp(keyCode)) { UICamera.Notify(gameObject, "OnPress", false); UICamera.Notify(gameObject, "OnClick", null); } UICamera.currentTouch.current = null; } else if (action == Action.Select) { if (Input.GetKeyUp(keyCode)) { if (mIsInput) { if (!mIgnoreUp && !UICamera.inputHasFocus) { UICamera.selectedObject = gameObject; } mIgnoreUp = false; } else { UICamera.selectedObject = gameObject; } } } } }