NGUI不仅提供了图形接口,还提供了输入事件接口!事件接口是通过UICamera来实现的。
Unity3d 为我们提供的原装的input尽管非常方便,但真正跨平台使用时(尤其是跨手机与Pc机时)仍然不是非常方便。
NGUI对input又进行了二次封装,将全部平台上的事件统一转换成MouseOrTouch。
使用起来也比input要方便的多。input要在update中处理。而NGUI为我们提供了大量的函数,若要使用函数。仅仅须要在脚本中加入下列函数就可以:
/// - OnHover (isOver) is sent when the mouse hovers over a collider or moves away. /// - OnPress (isDown) is sent when a mouse button gets pressed on the collider. /// - OnSelect (selected) is sent when a mouse button is released on the same object as it was pressed on. /// - OnClick () is sent with the same conditions as OnSelect, with the added check to see if the mouse has not moved much. UICamera.currentTouchID tells you which button was clicked. /// - OnDoubleClick () is sent when the click happens twice within a fourth of a second. UICamera.currentTouchID tells you which button was clicked. /// - OnDrag (delta) is sent when a mouse or touch gets pressed on a collider and starts dragging it. /// - OnDrop (gameObject) is sent when the mouse or touch get released on a different collider than the one that was being dragged. /// - OnInput (text) is sent when typing (after selecting a collider by clicking on it). /// - OnTooltip (show) is sent when the mouse hovers over a collider for some time without moving. /// - OnScroll (float delta) is sent out when the mouse scroll wheel is moved. /// - OnKey (KeyCode key) is sent when keyboard or controller input is used.
这样。假设出现多层叠加的情况,就比較纠结了。
比方如今有这样一个需求:
1、有一个面板,这个面板支持左右拖动。而且在此面包上的不论什么地方拖动都有效!
2、此面板上有个button。
3、当在button上左右拖拽时,面板也要感应到拖拽事件!
若要完毕这个需求,首先须要有两个碰撞体,非常明显,button的碰撞体要在面板的上面。但这样无法完毕第三条需求。
幸运的是,NGUI为我们留了个后门!它能够设置一个默认的事件接受体。
切此gameobjec不须要碰撞体!
static public GameObject genericEventHandler;如今实现上面提到的三个需求。
1、将面板的gameobject赋值给genericEventHandler。
2、给面板上的某个脚本加入一个OnDrag函数
3、加入一个button(有碰撞体)
这样就攻克了上面的问题,且仅仅须要一个碰撞体!