Package d'événement de bouton Unity (EventTriggerListener)

using UnityEngine;
using UnityEngine.EventSystems;

namespace Mx.UI
{
    public class EventTriggerListener :UnityEngine.EventSystems.EventTrigger 
    {
        public delegate void VoidDelegate(GameObject go);
        public VoidDelegate onClick;
        public VoidDelegate onDown;
        public VoidDelegate onEnter;
        public VoidDelegate onExit;
        public VoidDelegate onUp;
        public VoidDelegate onSelect;
        public VoidDelegate onUpdateSelect;


        /// <summary>
        /// 得到“监听器”组件
        /// </summary>
        /// <param name="go">监听的游戏对象</param>
        /// <returns>
        /// 监听器
        /// </returns>
        public static EventTriggerListener Get(GameObject go)
        {
            EventTriggerListener lister = go.GetComponent<EventTriggerListener>();
            if (lister==null)
            {
                lister = go.AddComponent<EventTriggerListener>();                
            }
            return lister;
        }

        public override void OnPointerClick(PointerEventData eventData)
        {
            if (onClick != null)
            {
                onClick(gameObject);
            }
        }

        public override void OnPointerDown(PointerEventData eventData)
        {
            if (onDown != null)
            {
                onDown(gameObject);
            }
        }

        public override void OnPointerEnter(PointerEventData eventData)
        {
            if (onEnter != null)
            {
                onEnter(gameObject);
            }
        }

        public override void OnPointerExit(PointerEventData eventData)
        {
            if (onExit != null)
            {
                onExit(gameObject);
            }
        }

        public override void OnPointerUp(PointerEventData eventData)
        {
            if (onUp != null)
            {
                onUp(gameObject);
            }
        }
    
        public override void OnSelect(BaseEventData eventBaseData)
        {
            if (onSelect != null)
            {
                onSelect(gameObject);
            }
        }

        public override void OnUpdateSelected(BaseEventData eventBaseData)
        {
            if (onUpdateSelect != null)
            {
                onUpdateSelect(gameObject);
            }
        }
	
    }//Class_end
}

 

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Origine blog.csdn.net/a451319296/article/details/111332897
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