ngui中 代码调用按钮事件(后来改成了按钮绑定键盘..)

ngui中 代码调用按钮事件

好烦人啊这个问题, 我弄完发上来

这个问题解决了一半 发现可以用 按钮绑定来解决这个问题,并且更安全方便快速

直接在按钮上添加一个 key binding 指定按键 搞定

不过看了一下源代码,好像这个binding实际上就是一个委托,哈哈,这样实际上两个问题都解决了@.@

using UnityEngine;

/// <summary>
/// This class makes it possible to activate or select something by pressing a key (such as space bar for example).
/// </summary> [AddComponentMenu("Game/UI/Key Binding")]
public class UIKeyBinding : MonoBehaviour
{
public enum Action
{
PressAndClick,
Select,
} public enum Modifier
{
None,
Shift,
Control,
Alt,
} /// <summary>
/// Key that will trigger the binding.
/// </summary> public KeyCode keyCode = KeyCode.None; /// <summary>
/// Modifier key that must be active in order for the binding to trigger.
/// </summary> public Modifier modifier = Modifier.None; /// <summary>
/// Action to take with the specified key.
/// </summary> public Action action = Action.PressAndClick; bool mIgnoreUp = false;
bool mIsInput = false; /// <summary>
/// If we're bound to an input field, subscribe to its Submit notification.
/// </summary> void Start ()
{
UIInput input = GetComponent<UIInput>();
mIsInput = (input != null);
if (input != null) EventDelegate.Add(input.onSubmit, OnSubmit);
} /// <summary>
/// Ignore the KeyUp message if the input field "ate" it.
/// </summary> void OnSubmit () { if (UICamera.currentKey == keyCode && IsModifierActive()) mIgnoreUp = true; } /// <summary>
/// Convenience function that checks whether the required modifier key is active.
/// </summary> bool IsModifierActive ()
{
if (modifier == Modifier.None) return true; if (modifier == Modifier.Alt)
{
if (Input.GetKey(KeyCode.LeftAlt) ||
Input.GetKey(KeyCode.RightAlt)) return true;
}
else if (modifier == Modifier.Control)
{
if (Input.GetKey(KeyCode.LeftControl) ||
Input.GetKey(KeyCode.RightControl)) return true;
}
else if (modifier == Modifier.Shift)
{
if (Input.GetKey(KeyCode.LeftShift) ||
Input.GetKey(KeyCode.RightShift)) return true;
}
return false;
} /// <summary>
/// Process the key binding.
/// </summary> void Update ()
{
if (keyCode == KeyCode.None || !IsModifierActive()) return; if (action == Action.PressAndClick)
{
if (UICamera.inputHasFocus) return; UICamera.currentTouch = UICamera.controller;
UICamera.currentScheme = UICamera.ControlScheme.Mouse;
UICamera.currentTouch.current = gameObject; if (Input.GetKeyDown(keyCode))
{
UICamera.Notify(gameObject, "OnPress", true);
} if (Input.GetKeyUp(keyCode))
{
UICamera.Notify(gameObject, "OnPress", false);
UICamera.Notify(gameObject, "OnClick", null);
}
UICamera.currentTouch.current = null;
}
else if (action == Action.Select)
{
if (Input.GetKeyUp(keyCode))
{
if (mIsInput)
{
if (!mIgnoreUp && !UICamera.inputHasFocus)
{
UICamera.selectedObject = gameObject;
}
mIgnoreUp = false;
}
else
{
UICamera.selectedObject = gameObject;
}
}
}
}
}
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