将下面脚本挂在主体Canvas上,Canvas会对下面所有Image挂上PointerHandler脚本,并且可以通过GetPointEnter方法判断当前鼠标是否悬停在UI上
cs
public class BaseCanvas : MonoBehaviour
{
public static BaseCanvas Main;
private void Awake()
{
Main = this;
Init();
}
public Dictionary<GameObject, PointerHandler> pointerHandler = new Dictionary<GameObject, PointerHandler>();
void Init()
{
List<Image> images = new List<Image>();
GetChildComponect(transform, ref images);
foreach (Image image in images)
{
image.gameObject.AddComponent<PointerHandler>();
image.Init();
}
}
void GetChildComponect<T>(Transform t,ref List<T> list)
{
if(t.GetComponent<T>() != null)
{
list.Add(t.GetComponent<T>());
}
if (t.childCount > 0)
{
for (int i = 0; i < t.childCount; i++)
{
GetChildComponect<T>(t.GetChild(i), ref list);
}
}
}
public bool GetPointEnter()
{
foreach (var handler in pointerHandler)
{
if (handler.Value.mouseIn)
{
return true;
}
}
return false;
}
}
下面是PointerHandler脚本,其余脚本可以获取这个脚本并写入事件,这个脚本在触发点击或拖拽时会调用对应的事件
cs
using System;
using UnityEngine;
using UnityEngine.EventSystems;
public class PointerHandler : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IPointerUpHandler, IPointerClickHandler, IDragHandler
{
public bool mouseIn;
public Action<PointerHandler, PointerEventData> pointerEnter = (part, data) => { };
public Action<PointerHandler, PointerEventData> pointerExit = (part, data) => { };
public Action<PointerHandler, PointerEventData> pointerDown = (part, data) => { };
public Action<PointerHandler, PointerEventData> pointerUp = (part, data) => { };
public Action<PointerHandler, PointerEventData> pointerClick = (part, data) => { };
public Action<PointerHandler, PointerEventData> pointerDrag = (part, data) => { };
public void ResetAction()
{
pointerEnter = (part, data) => { };
pointerExit = (part, data) => { };
pointerDown = (part, data) => { };
pointerUp = (part, data) => { };
pointerClick = (part, data) => { };
pointerDrag = (part, data) => { };
}
public void Init()
{
BaseCanvas.Main.baseUIEvents[gameObject] = this;
}
private void OnDestroy()
{
BaseCanvas.Main.baseUIEvents.Remove(gameObject);
}
private void OnDisable()
{
mouseIn = false;
}
public void OnPointerEnter(PointerEventData eventData)
{
mouseIn = true;
pointerEnter(this, eventData);
}
public void OnPointerExit(PointerEventData eventData)
{
mouseIn = false;
pointerExit(this, eventData);
}
public void OnPointerDown(PointerEventData eventData)
{
pointerDown(this, eventData);
}
public void OnPointerUp(PointerEventData eventData)
{
pointerUp(this, eventData);
}
public void OnPointerClick(PointerEventData eventData)
{
pointerClick(this, eventData);
}
public void OnDrag(PointerEventData eventData)
{
pointerDrag(this, eventData);
}
}