UGUI 可视化创建以及关联事件很方便, 动态创建可以利用创建好的 Prefab 进行实例化, 只是在关联事件上有些复杂, 本文总结了几种给按钮绑定事件的关联方式.

1. 可视化创建及事件绑定 #

Step 1 : 通过 Hierarchy 面板创建 UI > Button.

ios 通过button打开unity unity按钮点击_UI

Step 2 : 创建一个脚本 TestClick.cs, 定义了一个 Click 的 public 方法.

Step 3 : 选中 Hierarchy 中的 Button, Add ComponentStep 4 : 在 Button(Script)

ios 通过button打开unity unity按钮点击_System_02

Step 5 : Done.

TestClick.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TestClick : MonoBehaviour {

    public void Click(){
        Debug.Log ("Button Clicked. TestClick.");
    }
}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TestClick : MonoBehaviour {

    public void Click(){
        Debug.Log ("Button Clicked. TestClick.");
    }
}

2. 通过直接绑定脚本来绑定事件 #

Step 1 : 通过 Hierarchy 面板创建 UI > Button.

Step 2 : 创建一个 ClickHandler.cs 脚本, 定义了一个私有方法 OnClick(), 并在 Start() 方法里为 Button 添加点击事件的监听,作为参数传入 OnClick 方法.

Step 3 : 将 ClickHandler 绑定在 Button 对象上.

ios 通过button打开unity unity按钮点击_ios 通过button打开unity_03

Step 4 : Done.

ClickHandler.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class ClickHandler : MonoBehaviour {

    void Start () {
        Button btn = this.GetComponent<Button> ();
        btn.onClick.AddListener (OnClick);
    }

    private void OnClick(){
        Debug.Log ("Button Clicked. ClickHandler.");
    }

}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class ClickHandler : MonoBehaviour {

    void Start () {
        Button btn = this.GetComponent<Button> ();
        btn.onClick.AddListener (OnClick);
    }

    private void OnClick(){
        Debug.Log ("Button Clicked. ClickHandler.");
    }

}

3. 通过 EventTrigger 实现按钮点击事件 #

UGUI 系统中 Button 默认只提供了 OnClick 的调用方法, 有时候我们还需要监听鼠标进入事件 (MouseIn) 和鼠标滑出事件 (MouseOut). 就需要借助 UI 系统中的 EventTrigger 脚本来实现.

Step 1 : 通过 Hierarchy 面板创建 UI > Button.

Step 2 : 创建一个 EventTriggerHandler.cs 脚本, 利用 UnityEngine.EventSystems.EventTrigger 添加监听事件.

Step 3 : 绑定 EventTriggerHandler.cs 脚本到 Button 上.

ios 通过button打开unity unity按钮点击_UI_04

Step 4 : Done.

EventTriggerHandler.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;

// 需要 EventTrigger 脚本的支援
[RequireComponent(typeof(UnityEngine.EventSystems.EventTrigger))]
public class EventTriggerHandler : MonoBehaviour {

    // Use this for initialization
    void Start () {
        Button btn = this.GetComponent<Button> ();
        EventTrigger trigger = btn.gameObject.GetComponent<EventTrigger> ();
        EventTrigger.Entry entry = new EventTrigger.Entry ();
        // 鼠标点击事件
        entry.eventID = EventTriggerType.PointerClick;
        // 鼠标进入事件 entry.eventID = EventTriggerType.PointerEnter;
        // 鼠标滑出事件 entry.eventID = EventTriggerType.PointerExit;
        entry.callback = new EventTrigger.TriggerEvent ();
        entry.callback.AddListener (OnClick);
        // entry.callback.AddListener (OnMouseEnter);
        trigger.triggers.Add (entry);
    }

    private void OnClick(BaseEventData pointData){
        Debug.Log ("Button Clicked. EventTrigger..");
    }

    private void OnMouseEnter(BaseEventData pointData){
        Debug.Log ("Button Enter. EventTrigger..");
    }
}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;

// 需要 EventTrigger 脚本的支援
[RequireComponent(typeof(UnityEngine.EventSystems.EventTrigger))]
public class EventTriggerHandler : MonoBehaviour {

    // Use this for initialization
    void Start () {
        Button btn = this.GetComponent<Button> ();
        EventTrigger trigger = btn.gameObject.GetComponent<EventTrigger> ();
        EventTrigger.Entry entry = new EventTrigger.Entry ();
        // 鼠标点击事件
        entry.eventID = EventTriggerType.PointerClick;
        // 鼠标进入事件 entry.eventID = EventTriggerType.PointerEnter;
        // 鼠标滑出事件 entry.eventID = EventTriggerType.PointerExit;
        entry.callback = new EventTrigger.TriggerEvent ();
        entry.callback.AddListener (OnClick);
        // entry.callback.AddListener (OnMouseEnter);
        trigger.triggers.Add (entry);
    }

    private void OnClick(BaseEventData pointData){
        Debug.Log ("Button Clicked. EventTrigger..");
    }

    private void OnMouseEnter(BaseEventData pointData){
        Debug.Log ("Button Enter. EventTrigger..");
    }
}

4. 通过 MonoBehaviour 实现事件类接口来实现事件的监听 #

Step 1 : 通过 Hierarchy 面板创建 UI > Button.

Step 2 : 创建一个 EventHandler.cs 脚本.

Step 3 : 将脚本绑定在 Button 对象上.

ios 通过button打开unity unity按钮点击_Unity_05

Step 4 : Done.

EventHandler.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;

public class EventHandler : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IDragHandler {

    public void OnPointerClick(PointerEventData eventData){
        if(eventData.pointerId == -1){
            Debug.Log ("Left Mouse Clicked.");
        } else if(eventData.pointerId == -2){
            Debug.Log ("Right Mouse Clicked.");
        }
    }

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

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

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

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

}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;

public class EventHandler : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IDragHandler {

    public void OnPointerClick(PointerEventData eventData){
        if(eventData.pointerId == -1){
            Debug.Log ("Left Mouse Clicked.");
        } else if(eventData.pointerId == -2){
            Debug.Log ("Right Mouse Clicked.");
        }
    }

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

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

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

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

}

UGUI 如何判断 UI 元素被点击时是鼠标的哪个按键, 上面的代码中我们可以根据 eventData.pointerId 来监听是鼠标左键还是右键. 但是每个 UI 元素都创建一个 MonoBehaviour 来监听各个事件显然不好, 下面是通过利用 Delegate 和 Event 来做一个通用类 UIEventListener 来处理事件 (观察者模式).

UIEventListener.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;

public class UIEventListener : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler {

    // 定义事件代理
    public delegate void UIEventProxy(GameObject gb);

    // 鼠标点击事件
    public event UIEventProxy OnClick;

    // 鼠标进入事件
    public event UIEventProxy OnMouseEnter;

    // 鼠标滑出事件
    public event UIEventProxy OnMouseExit;

    public void OnPointerClick(PointerEventData eventData){
        if (OnClick != null)
            OnClick (this.gameObject);
    }

    public void OnPointerEnter(PointerEventData eventData){
        if (OnMouseEnter != null)
            OnMouseEnter (this.gameObject);
    }

    public void OnPointerExit(PointerEventData eventData){
        if (OnMouseExit != null)
            OnMouseExit (this.gameObject);
    }

}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;

public class UIEventListener : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler {

    // 定义事件代理
    public delegate void UIEventProxy(GameObject gb);

    // 鼠标点击事件
    public event UIEventProxy OnClick;

    // 鼠标进入事件
    public event UIEventProxy OnMouseEnter;

    // 鼠标滑出事件
    public event UIEventProxy OnMouseExit;

    public void OnPointerClick(PointerEventData eventData){
        if (OnClick != null)
            OnClick (this.gameObject);
    }

    public void OnPointerEnter(PointerEventData eventData){
        if (OnMouseEnter != null)
            OnMouseEnter (this.gameObject);
    }

    public void OnPointerExit(PointerEventData eventData){
        if (OnMouseExit != null)
            OnMouseExit (this.gameObject);
    }

}

TestEvent.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class TestEvent : MonoBehaviour {

    void Start () {
        Button btn = this.GetComponent<Button> ();
        UIEventListener btnListener = btn.gameObject.AddComponent<UIEventListener> ();

        btnListener.OnClick += delegate(GameObject gb) {
            Debug.Log(gb.name + " OnClick");
        };

        btnListener.OnMouseEnter += delegate(GameObject gb) {
            Debug.Log(gb.name + " OnMouseEnter");
        };

        btnListener.OnMouseExit += delegate(GameObject gb) {
            Debug.Log(gb.name + " OnMOuseExit");
        };
    }

}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class TestEvent : MonoBehaviour {

    void Start () {
        Button btn = this.GetComponent<Button> ();
        UIEventListener btnListener = btn.gameObject.AddComponent<UIEventListener> ();

        btnListener.OnClick += delegate(GameObject gb) {
            Debug.Log(gb.name + " OnClick");
        };

        btnListener.OnMouseEnter += delegate(GameObject gb) {
            Debug.Log(gb.name + " OnMouseEnter");
        };

        btnListener.OnMouseExit += delegate(GameObject gb) {
            Debug.Log(gb.name + " OnMOuseExit");
        };
    }

}

TestEvent 脚本绑定在 Button 上即可.

ios 通过button打开unity unity按钮点击_ios 通过button打开unity_06


Project 结构

ios 通过button打开unity unity按钮点击_System_07

5. 通过 继承EventTrigger 实现按钮点击事件 #

EventTriggerListener.cs

1. using UnityEngine;  
2. using UnityEngine.EventSystems;  
3.   
4. public class EventTriggerListener : EventTrigger  
5. {  
6. public delegate void VoidDelegate(GameObject go);  
7. public VoidDelegate onClick;  
8. public VoidDelegate onDown;  
9. public VoidDelegate onEnter;  
10. public VoidDelegate onExit;  
11. public VoidDelegate onUp;  
12. public VoidDelegate onSelect;  
13. public VoidDelegate onUpdateSelect;  
14. public VoidDelegate onDrag;  
15. public VoidDelegate onDrop;  
16. public VoidDelegate onDeselect;  
17. public VoidDelegate onScroll;  
18. public VoidDelegate onMove;  
19. public VoidDelegate onInitializePotentialDrag;  
20. public VoidDelegate onBeginDrag;  
21. public VoidDelegate onEndDrag;  
22. public VoidDelegate onSubmit;  
23. public VoidDelegate onCancel;  
24.       
25. public override void OnPointerClick(PointerEventData eventData)  
26.     {  
27. if (onClick != null) onClick(gameObject);  
28.     }  
29. public override void OnPointerDown(PointerEventData eventData)  
30.     {  
31. if (onDown != null) onDown(gameObject);  
32.     }  
33. public override void OnPointerEnter(PointerEventData eventData)  
34.     {  
35. if (onEnter != null) onEnter(gameObject);  
36.     }  
37. public override void OnPointerExit(PointerEventData eventData)  
38.     {  
39. if (onExit != null) onExit(gameObject);  
40.     }  
41. public override void OnPointerUp(PointerEventData eventData)  
42.     {  
43. if (onUp != null) onUp(gameObject);  
44.     }  
45. public override void OnSelect(BaseEventData eventData)  
46.     {  
47. if (onSelect != null) onSelect(gameObject);  
48.     }  
49. public override void OnUpdateSelected(BaseEventData eventData)  
50.     {  
51. if (onUpdateSelect != null) onUpdateSelect(gameObject);  
52.     }  
53.   
54. public override void OnDrag(PointerEventData eventData)  
55.     {  
56. if (onDrag != null) onDrag(gameObject);  
57.     }  
58.   
59. public override void OnDrop(PointerEventData eventData)  
60.     {  
61. if (onDrop != null) onDrop(gameObject);  
62.     }  
63.   
64. public override void OnDeselect(BaseEventData eventData)  
65.     {  
66. if (onDeselect != null) onDeselect(gameObject);  
67.     }  
68.   
69. public override void OnScroll(PointerEventData eventData)  
70.     {  
71. if (onScroll != null) onScroll(gameObject);  
72.     }  
73.   
74. public override void OnMove(AxisEventData eventData)  
75.     {  
76. if (onMove != null) onMove(gameObject);  
77.     }  
78.   
79. public override void OnInitializePotentialDrag(PointerEventData eventData)  
80.     {  
81. if (onInitializePotentialDrag != null) onInitializePotentialDrag(gameObject);  
82.     }  
83.   
84. public override void OnBeginDrag(PointerEventData eventData)  
85.     {  
86. if (onBeginDrag != null) onBeginDrag(gameObject);  
87.     }  
88.   
89. public override void OnEndDrag(PointerEventData eventData)  
90.     {  
91. if (onEndDrag != null) onEndDrag(gameObject);  
92.     }  
93.   
94. public override void OnSubmit(BaseEventData eventData)  
95.     {  
96. if (onSubmit != null) onSubmit(gameObject);  
97.     }  
98.   
99. public override void OnCancel(BaseEventData eventData)  
100.     {  
101. if (onCancel != null) onCancel(gameObject);  
102.     }  
103.   
104. /// <summary>  
105. /// 获取或添加一个事件侦听器到指定的游戏对象。用法和NGUI一样  
106. /// </summary>  
107.   
108. public static EventTriggerListener Get(GameObject go)  
109.     {  
110.         EventTriggerListener listener = go.GetComponent<EventTriggerListener>();  
111. if (listener == null) listener = go.AddComponent<EventTriggerListener>();  
112. return listener;  
113.     }  
114.   
115. }


这个方法的使用,大家一看就明白!通俗易懂。

下面就是使用了。


using UnityEngine;
using UnityEngine.UI;


public class testScript : MonoBehaviour
{
    private Button testButton;
  
    void Start()
    {
        testButton = transform.Find("Button").GetComponent<Button>();
        //方法一:
        testButton.onClick.AddListener(OnClickClllBack);
        //方法二:
        testButton.onClick.AddListener(delegate (){onClick(testButton.gameObject);});
        //方法三:
        EventTriggerListener.Get(testButton.gameObject).onClick = OnClickClaaBack;
    }
    //方法一回调:
    private void OnClickClllBack()
    {
        Debug.Log(" AddListener : OnClick testButton....");
    }
    //方法二回调:
    private void onClick(GameObject go)
    {
        Debug.Log("delegate : OnClick testButton....");
    }
    //方法三回调:
    void OnClickClaaBack(GameObject go)
    {
        Debug.Log("EventTriggerListener: OnClick testButton....");
    }
}

using UnityEngine;
using UnityEngine.UI;


public class testScript : MonoBehaviour
{
    private Button testButton;
  
    void Start()
    {
        testButton = transform.Find("Button").GetComponent<Button>();
        //方法一:
        testButton.onClick.AddListener(OnClickClllBack);
        //方法二:
        testButton.onClick.AddListener(delegate (){onClick(testButton.gameObject);});
        //方法三:
        EventTriggerListener.Get(testButton.gameObject).onClick = OnClickClaaBack;
    }
    //方法一回调:
    private void OnClickClllBack()
    {
        Debug.Log(" AddListener : OnClick testButton....");
    }
    //方法二回调:
    private void onClick(GameObject go)
    {
        Debug.Log("delegate : OnClick testButton....");
    }
    //方法三回调:
    void OnClickClaaBack(GameObject go)
    {
        Debug.Log("EventTriggerListener: OnClick testButton....");
    }
}



代码很简单,注释也写了。