
正文
UI中的事件系统EventSystem
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一.EventSystem简介
用于处理事件的分发和相应的系统,创建画布的同时会创建事件系统

二.UGUI实现事件系统的3种方式
1.使用组件eventTrigger(不推荐),拖动赋值



2.代码添加enentTrigger组件,添加监听的方式
private int _index;
// Start is called before the first frame update
void Start()
{
//添加trigger组件
EventTrigger trigger = gameObject.AddComponent<EventTrigger>();
//初始化一个事件列表
trigger.triggers = new List<EventTrigger.Entry>(); //定义绑定类型
EventTrigger.Entry entry = new EventTrigger.Entry();
entry.eventID = EventTriggerType.PointerClick;
//添加事件监听方法
entry.callback = new EventTrigger.TriggerEvent();
entry.callback.AddListener((data) => ChangeColor()); //添加的方法必须带有基础数据参数data,目前data为空 //将entry添加到trigger上去
trigger.triggers.Add(entry);
} //供注册使用的方法
public void ChangeColor()
{
if(_index == 0)
{
GetComponent<Image>().color = Color.blue;
}
else
{
GetComponent<Image>().color = Color.red;
}
_index = _index == 0 ? 1 : 0;
}
可以看到,Entry和TriggerEvent都是EventTrigger组件中的内部类,对应着绑定事件的类型和监听方法,Entry类中含有TriggerEvent类型的变量名称是callback。在添加好事件的类型和回调方法后将entry添加到EventTrigger的事件列表triggers上去。下面是源码中EventTrigger的代码:
namespace UnityEngine.EventSystems
{
[AddComponentMenu("Event/Event Trigger")]
public class EventTrigger : MonoBehaviour, IPointerEnterHandler, IEventSystemHandler, IPointerExitHandler, IPointerDownHandler, IPointerUpHandler, IPointerClickHandler, IInitializePotentialDragHandler, IBeginDragHandler, IDragHandler, IEndDragHandler, IDropHandler, IScrollHandler, IUpdateSelectedHandler, ISelectHandler, IDeselectHandler, IMoveHandler, ISubmitHandler, ICancelHandler
{
protected EventTrigger(); public List<Entry> triggers { get; set; }
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Please use triggers instead (UnityUpgradable) -> triggers", true)]
public List<Entry> delegates { get; set; } 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); public class TriggerEvent : UnityEvent<BaseEventData>
{
public TriggerEvent();
}
public class Entry
{
public EventTriggerType eventID;
public TriggerEvent callback; public Entry();
}
}
}
从源码中也可以发现,EventTrigger本质上是通过接口的方式实现的事件,可以理解为这个类是对事件接口实现事件的方式的封装类。
3.使用接口
观察上方的EventTrigger的源码,可以发现实现了非常多的接口,这些接口就是事件接口:
public class EventTrigger : MonoBehaviour, IPointerEnterHandler, IEventSystemHandler, IPointerExitHandler, IPointerDownHandler, IPointerUpHandler, IPointerClickHandler, IInitializePotentialDragHandler, IBeginDragHandler, IDragHandler, IEndDragHandler, IDropHandler, IScrollHandler, IUpdateSelectedHandler, ISelectHandler, IDeselectHandler, IMoveHandler, ISubmitHandler, ICancelHandler
这些接口的方法的实现:

下面我们分类介绍这些接口
拖动事件的接口:(值得注意的是,没有IDragHandler接口其他3个接口的实现方法不会被执行,因此必须继承IDragHandler接口)
IInitializePotentialDragHandler:初始化拖动事件,初始化时执行一次
IBeginDragHandler:开始拖动时执行一次
IDragHandler:拖动的过程中不断执行
IEndDragHandler:结束拖动时执行一次
放下事件的接口:(同样的,要想IDropHandler接口的方法被执行,必须同时实现IDragHandler)
IDropHandler:在物体拖动后被放下时执行一次
鼠标指针事件的接口:(一次鼠标点击,可以触发down、up、click3个事件,事件执行顺序也是down、up、click)
IPointerClickHandler:物体接受点击时执行一次
IPointerEnterHandler:鼠标指针进入物体范围时执行一次
IPointerExitHandler:鼠标指针移除物体范围时执行一次
IPointerDownHandler:鼠标按下时执行一次
IPointerUpHandler:鼠标抬起时执行一次
选中事件的接口:
ISelectHandler:物体被选中时执行一次
IUpdateSelectedHandler:物体是被选中状态不断执行
IDeselectHandler:物体结束选中状态时执行一次
按键事件的接口:
IScrollHandler:鼠标的滚轮滚动时执行
ISubmitHandler:提交键按下时执行
ICancelHandler:取消键按下后执行
IMoveHandler:方向键等按下后执行
三.接口的方法参数类型PointerEventData
下面是这个类的源码:
public class PointerEventData : BaseEventData
{
public List<GameObject> hovered; public PointerEventData(EventSystem eventSystem); public GameObject pointerPress { get; set; }
public Camera pressEventCamera { get; }
public Camera enterEventCamera { get; }
public InputButton button { get; set; }
public bool dragging { get; set; }
public bool useDragThreshold { get; set; }
public Vector2 scrollDelta { get; set; }
public int clickCount { get; set; }
public float clickTime { get; set; }
[Obsolete("Use either pointerCurrentRaycast.worldNormal or pointerPressRaycast.worldNormal")]
public Vector3 worldNormal { get; set; }
[Obsolete("Use either pointerCurrentRaycast.worldPosition or pointerPressRaycast.worldPosition")]
public Vector3 worldPosition { get; set; }
public Vector2 pressPosition { get; set; }
public Vector2 delta { get; set; }
public Vector2 position { get; set; }
public int pointerId { get; set; }
public bool eligibleForClick { get; set; }
public RaycastResult pointerPressRaycast { get; set; }
public RaycastResult pointerCurrentRaycast { get; set; }
public GameObject pointerDrag { get; set; }
public GameObject rawPointerPress { get; set; }
public GameObject lastPress { get; }
public GameObject pointerEnter { get; set; } public bool IsPointerMoving();
public bool IsScrolling();
public override string ToString(); public enum InputButton
{
Left = 0,
Right = 1,
Middle = 2
}
public enum FramePressState
{
Pressed = 0,
Released = 1,
PressedAndReleased = 2,
NotChanged = 3
}
}
可以看到,这个类是用于记录事件信息如拖动距离、是否拖动、输入的键信息等的对象模板。






