Unity EventTrigger事件拦截重写lambda表达式快速重写(逐步完善)

有两种方法来拦截事件。例子1和2为第一种,3为第二种
  1. 适用重开游戏按钮等使用delegate()

    //ButtonTransform是目标按钮的Transform
    EventTrigger trigger = ButtonTransform.gameObject.AddComponent<EventTrigger>();
    //这里直接重新指定了triggers的全部指令
    trigger.triggers = new List<EventTrigger.Entry>();
    //目标按钮按下事件PointerDown
    EventTrigger.Entry entry = new EventTrigger.Entry();
    entry.eventID = EventTriggerType.PointerDown;
    //这里使用delegate()
    entry.callback.AddListener(delegate (BaseEventData data){
        Debug.Log("TTT");});
    //或者使用lambda 两者差不多
    //entry.callback.AddListener((BaseEventData data) => { Debug.Log("TTT"); });
    trigger.triggers.Add(entry);
  1. 使用UnityAction<BaseEventData>创建的事件(看起来就是代码多,烦滴很)。该事件下需要写的代码量大就选这种

    EventTrigger trigger = t.gameObject.AddComponent<EventTrigger>();
    trigger.triggers = new List<EventTrigger.Entry>();
    EventTrigger.Entry entry = new EventTrigger.Entry();
    entry.eventID = EventTriggerType.PointerDown;
    //和上面一样

    //使用UnityAction<BaseEventData>
    UnityAction<BaseEventData> entryFunction =
        new UnityAction<BaseEventData>(myFunction);
    entry.callback.AddListener(entryFunction);
//这里也算lambda,但是多写代码(芜湖起飞)该事件下需要写的代码量大就选这种
//entry.callback.AddListener((data) => { myFunction((BaseEventData)data); });
    trigger.triggers.Add(entry);
    
public void myFunction(BaseEventData data){
    Debug.Log("TTT");
}

3.:可以扩展EventTrigger,并重写指定的拦截事件,EventTrigger事件修改的很多就选这种。

public class EventTriggerExample : EventTrigger
{
public override void OnBeginDrag(PointerEventData data){
    Debug.Log("OnBeginDrag called.");}
public override void OnCancel(BaseEventData data){
    Debug.Log("OnCancel called.");}
//还有很多可以重写,然后直接调用即可
}

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转载自blog.csdn.net/HeDanTou_/article/details/129412054
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