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 ();
        }
    }
}

 这是官方的API中的类,

接下来用不同的方式来看EventTrigger的用法:

  1.通过编辑器中添加

    在Inspector中添加EventTrigger的componnent组件,然后点击Add New Event Type按钮添加一个基本的事件,主基本事件如下图:

当我们选择一个事件的时候,就相当于将要于此事件绑定了,例如当我们选择Pointer Click的时候,绑定了这个组件的物体将接受Pointer Click 事件的消息,当我们在物体上按下鼠标的时候,(当然空间中的物体我们是无法通过鼠标点击的,但是当我们可以通过射线碰撞的方法,来实现Pointer Enter,Pointer Exit等事件的触发)这里我们用来绑定这个EventTrigger 的是一个UI Panel 这样便可以让它接受我们自定义的单击事件了

这里的1是我们之前选择的Pointer click 事件,2处是将我们3处要执行我们想要的触发函数所在脚本的gameobject托入这里,然后才能选择这个gameobject对象上的脚本来执行,当点击了panel的时候就会触发MyClick这个函数(这是我们自定义的函数),编辑器中的方法基本就是这样了。

  2.接下来便是如何在脚本中实现刚才的功能

  

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"); }
}

将这个脚本添加到Panel上面,然后运行,点击Panel,便打印出了“点击”。

原文地址:https://www.cnblogs.com/springword/p/6039639.html