【Unity3D】UGUI回调函数

1 简述

        UGUI 回调函数主要指鼠标进入、离开、点下、点击中、抬起、开始拖拽、拖拽中、拖拽结束 UI 控件触发的回调。使用 UGUI 回调函数时,需要引入 UnityEngine.EventSystems 命名空间。

        1) 回调函数

回调函数 接口 说明

void OnPointerEnter(PointerEventData eventData)

IPointerEnterHandler

鼠标进入

void OnPointerExit(PointerEventData eventData)

IPointerExitHandler

鼠标离开

void OnPointerDown(PointerEventData eventData)

IPointerDownHandler

鼠标点下

void OnPointerClick(PointerEventData eventData)

IPointerClickHandler

鼠标点击中

void OnPointerUp(PointerEventData eventData)

IPointerUpHandler

鼠标抬起

void OnBeginDrag(PointerEventData eventData)

IBeginDragHandler

鼠标开始拖拽

void OnDrag(PointerEventData eventData)

IDragHandler

鼠标拖拽中

void OnEndDrag(PointerEventData eventData)

IEndDragHandler

鼠标结束拖拽

        2)前提条件

  • 当前 UI 对象必须至少有 1 个基础组件(Text、Image、RawImage)
  • 基础 UI 组件中必须勾选 Raycast Target
  • 代码引入 UnityEngine.EventSystems 命名空间

        3)使用方法

using UnityEngine;
using UnityEngine.EventSystems;

public class EventController : MonoBehaviour,
		IPointerEnterHandler,
		IPointerExitHandler,
		IPointerDownHandler,
		IPointerClickHandler,
		IPointerUpHandler,
		IBeginDragHandler,
		IDragHandler,
		IEndDragHandler {

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

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

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

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

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

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

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

	public void OnEndDrag(PointerEventData eventData) {
		Debug.Log("OnEndDrag");
	}
}
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2 应用

        1)UGUI 控件

        分别创建 Panel 和 2 个 Image 控件,并将 Image 控件重命名为 Monster 和 Spear,如下:

         给 Monster 和 Spear 添加 Sprite 图片如下:

        2)脚本组件

        SpearController.cs

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;

public class SpearController : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler {
	private bool isDragging = false;

	public void OnBeginDrag(PointerEventData eventData) {
		GetComponent<Image>().raycastTarget = false;
		isDragging = true;
	}

	public void OnDrag(PointerEventData eventData) {
		transform.position = Input.mousePosition;
	}

	public void OnEndDrag(PointerEventData eventData) {
		GetComponent<Image>().raycastTarget = true;
		isDragging = false;
	}

	public bool IsDragging() {
		return isDragging;
	}
}

         说明:SpearController 脚本组件附着在 Spear 对象上。

        MonsterController.cs

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;

public class MonsterController : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler {
	private Image image;
	private SpearController spear;

	private void Start() {
		image = GetComponent<Image>();
		spear = GameObject.Find("Spear").GetComponent<SpearController>();
	}

	public void OnPointerEnter(PointerEventData eventData) {
		if (spear.IsDragging()) {
			image.color = Color.red;
		}
	}

	public void OnPointerExit(PointerEventData eventData) {
		if (spear.IsDragging()) {
			image.color = Color.white;
		}
	}
}

        说明:MonsterController 脚本组件附着在 Monster 对象上。

        3)运行效果

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转载自blog.csdn.net/m0_37602827/article/details/125942086