1.用Delegate 和 Event 来定义一个通用类来处理事件 (观察者模式)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class NewBehaviourScript : 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);
}
}
2.定义btn的操作移动的基本属性:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class btn : MonoBehaviour {
public float HSpeed;
public float VSpeed;
public int btnName;
public Transform Objects;
bool IsWalk=false;
void Start () {
Button btn = this.GetComponent<Button> ();
NewBehaviourScript btnListener = btn.gameObject.AddComponent<NewBehaviourScript>();
btnListener.OnClick += delegate(GameObject gb) {
Debug.Log(gb.name + " OnClick");
IsWalk = true;
};
btnListener.OnMouseEnter += delegate(GameObject gb) {
// Debug.Log(gb.name + " OnMouseEnter");
};
btnListener.OnMouseExit += delegate(GameObject gb) {
Debug.Log(gb.name + " OnMOuseExit");
IsWalk = false;
};
}
void Update()
{
if(IsWalk)
{
switch (btnName)
{
case 1: Objects.Translate(Vector3.forward * -VSpeed * Time.deltaTime);
break;
case 2: Objects.Translate(Vector3.forward * VSpeed * Time.deltaTime);
break;
case 3: Objects.Rotate(Vector3.up * -HSpeed * Time.deltaTime);
break;
case 4: Objects.Rotate(Vector3.up * HSpeed * Time.deltaTime);
break;
default:
break;
}
}
//定义A D W S键盘控制
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
//控制旋转左右
Objects.Rotate(Vector3.up * HSpeed * h * Time.deltaTime);
//控制前后移动
Objects.Translate(Vector3.forward * VSpeed * v * Time.deltaTime);
}
}
注:此代码1为委托事件定义,2是添加在btn上的,按钮持续按下的一种写法,根据事件与监听修改而来,如有雷同或更赞的代码,请评论下方....