Unity中EventTrigger的几种使用方式

Unity中EventTrigger的几种使用方式

  说起EventTrigger事件触发器,它的使用可以说是无处不在,EventTrigger继承了很多的事件接口,这些接口对我们开发是十分有用的。弄懂EventTrigger在以后开发游戏过程中可以说是事半功倍。

namespace UnityEngine.EventSystems
{
    [AddComponentMenu ("Event/Event Trigger")]
    public class EventTrigger : MonoBehaviour, IEventSystemHandler, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IPointerUpHandler, IPointerClickHandler, IBeginDragHandler, IInitializePotentialDragHandler, IDragHandler, IEndDragHandler, IDropHandler, IScrollHandler, IUpdateSelectedHandler, ISelectHandler, IDeselectHandler, IMoveHandler, ISubmitHandler, ICancelHandler
    {
        //
        // Fields
        //
        [Obsolete ("Please use triggers instead (UnityUpgradable) -> triggers", true)]
        public List<EventTrigger.Entry> delegates;

        //
        // Properties
        //
        public List<EventTrigger.Entry> triggers {
            get;
            set;
        }

        //
        // Constructors
        //
        protected EventTrigger ();

        //
        // Methods
        //
        private void Execute (EventTriggerType id, BaseEventData eventData);

        public virtual void OnBeginDrag (PointerEventData eventData);

        public virtual void OnCancel (BaseEventData eventData);

        public virtual void OnDeselect (BaseEventData eventData);

        public virtual void OnDrag (PointerEventData eventData);

        public virtual void OnDrop (PointerEventData eventData);

        public virtual void OnEndDrag (PointerEventData eventData);

        public virtual void OnInitializePotentialDrag (PointerEventData eventData);

        public virtual void OnMove (AxisEventData eventData);

        public virtual void OnPointerClick (PointerEventData eventData);

        public virtual void OnPointerDown (PointerEventData eventData);

        public virtual void OnPointerEnter (PointerEventData eventData);

        public virtual void OnPointerExit (PointerEventData eventData);

        public virtual void OnPointerUp (PointerEventData eventData);

        public virtual void OnScroll (PointerEventData eventData);

        public virtual void OnSelect (BaseEventData eventData);

        public virtual void OnSubmit (BaseEventData eventData);

        public virtual void OnUpdateSelected (BaseEventData eventData);

        //
        // Nested Types
        //
        [Serializable]
        public class Entry
        {
            public EventTriggerType eventID;

            public EventTrigger.TriggerEvent callback;

            public Entry ();
        }

        [Serializable]
        public class TriggerEvent : UnityEvent<BaseEventData>
        {
            public TriggerEvent ();
        }
    }
}

   

using UnityEngine;
using System.Collections;
using System.Collections.Generic;using UnityEngine.Events;
using UnityEngine.EventSystems;
public class GameManager : MonoBehaviour 
{
        void Start()
        {
                UnityAction<BaseEventData> click = new UnityAction<BaseEventData> (MyClick);
                EventTrigger.Entry myclick = new EventTrigger.Entry ();
                myclick.eventID = EventTriggerType.PointerClick;
                myclick.callback.AddListener (click);

                EventTrigger trigger = gameObject.AddComponent<EventTrigger> ();
                trigger.triggers.Add (myclick);
        }


        public void MyClick(BaseEventData data)
        {
                Debug.Log ("点击");
        }
}

转载:http://www.cnblogs.com/springword/p/6039639.html

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转载自blog.csdn.net/hu123456__/article/details/84935070
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