EventSystem

 

The EventSystem is a way of sending events to objects in the application based on input, be it keyboard, mouse, touch, or custom input. The EventSystem consists of a few components that work together to send events.

Overview

When you add an EventSystem component to a GameObject you will notice that it does not have much functionality exposed, this is because the EventSystem itself is designed as a manager and facilitator of communication between EventSystem modules.

The primary roles of the EventSystem are as follows:

  • Manage which GameObject is considered selected
  • Manage which InputModule is in use
  • Manage Raycasting (if required)
  • Updating all InputModules as required

Input Modules

An input module is where the main logic of how you want the EventSystem to behave lives, they are used for

  • Handling Input
  • Managing event state
  • Sending events to scene objects.

Only one InputModule can be active in the EventSystem at a time, and they must be components on the same GameObject as the EventSystem component.

If you wish to write a custom input module it is recommended that you send events supported by existing UI components in Unity, but you are also able to extend and write your own events as detailed in the Messaging System documentation.

Raycasters

Raycasters are used for sending figuring out what the pointer is over, it is common for InputModules to use the Raycasters configured in the scene to calculate what the pointing device is over.

There are 3 provided Raycasters that exist by default:

  • GraphicRaycaster - Used for UI elements
  • 2DPhysicsRaycaster - Used for 2D physics elements
  • 3DPhysicsRaycaster - Used for 3D physics elements

If you have a 2d / 3d Raycaster configured in your scene it is easily possible to have non UI elements receive messages from the InputModule. Simply attach a script that implements one of the event interfaces.

Supported Events

 

The Eventsystem supports a number of events, and they can be customised further in user custom user written InputModules.

The events that are supported by the StandaloneInputModule and TouchInputModule are provided by interface and can be implemented on a MonoBehaviour by implementing the interface. If you have a valid EventSystem configured the events will be called at the correct time.

  • IPointerEnterHandler - OnPointerEnter - Called when a pointer enters the object
  • IPointerExitHandler - OnPointerExit - Called when a pointer exits the object
  • IPointerDownHandler - OnPointerDown - Called when a pointer is pressed on the object
  • IPointerUpHandler - OnPointerUp - Called when a pointer is released (called on the original the pressed object)
  • IPointerClickHandler - OnPointerClick - Called when a pointer is pressed and released on the same object
  • IInitializePotentialDragHandler - OnInitializePotentialDrag - Called when a drag target is found, can be used to initialise values
  • IBeginDragHandler - OnBeginDrag - Called on the drag object when dragging is about to begin
  • IDragHandler - OnDrag - Called on the drag object when a drag is happening
  • IEndDragHandler - OnEndDrag - Called on the drag object when a drag finishes
  • IDropHandler - OnDrop - Called on the object where a drag finishes
  • IScrollHandler - OnScroll - Called when a mouse wheel scrolls
  • IUpdateSelectedHandler - OnUpdateSelected - Called on the selected object each tick
  • ISelectHandler - OnSelect - Called when the object becomes the selected object
  • IDeselectHandler - OnDeselect - Called on the selected object becomes deselected
  • IMoveHandler - OnMove - Called when a move event occurs (left, right, up, down, ect)
  • ISubmitHandler - OnSubmit - Called when the submit button is pressed
  • ICancelHandler - OnCancel - Called when the cancel button is pressed

【转】UGUI EventSystem的更多相关文章

  1. UGUI EventSystem.current.IsPointerOverGameObject(),判断是否进入了UI上

    EventSystem.current.IsPointerOverGameObject(); //返回一个布尔值,进入了UI上就返回true,用的时候要 using UnityEngine.Event ...

  2. Unity3D之UGUI学习笔记(三):EventSystem

    在UGUI中,EventSystem实现了所有关于交互方面的功能,和NGUI不一样的地方是,我们终于可以摆脱添加Box Collider了! 下面我们来学习一下. 对于按钮来说,直接有onClick的 ...

  3. Unity UGUI之Canvas&EventSystem

    最近想写一套关于UGUI所有控件的基础使用教程系列,主要是根据本人的使用心得来写的,所以其中可能难以避免会有不正确的地方. 好了进入主题,既然是第一篇,我觉得我有必要先介绍一下UGUI必不可缺的两个组 ...

  4. UGUI之Canvas和EventSystem

    先介绍一下UGUI必不可缺的两个组件:Canvas和EventSystem 事实上在场景中第一次创建UGUI控件的时候,这两个物体都会自动添加到场景中,当然,必不可缺的不是这两个物体,而是他们身上挂载 ...

  5. UGUI源码之EventSystem

    今天研究下UGUI的源码,先从EventSystem入手.EventSystem是用来处理点击.键盘输入以及触摸等事件的. 1.BaseInputModule EventSystem开头声明了两个变量 ...

  6. (二十二)unity4.6学习Ugui中文文档-------交互-Eventsystem & Binding

    大家好,我是孙广东.   转载请注明出处:http://write.blog.csdn.net/postedit/38922399 更全的内容请看我的游戏蛮牛地址:http://www.unityma ...

  7. UGUI研究院之控件以及按钮的监听事件系统

    继续学习,我相信大家在做NGUI开发的时候处理事件都会用到UIEventListener,那么UGUI中怎么办呢?先看UGUI的事件有那些吧 Supported Events The Eventsys ...

  8. Unity -- EventSystem完全掌握

    Event System 组成 系统生成的Event System里面主要有两个Components,分别是Event System和Standalone Input Module. 其中Standa ...

  9. UGUI代码分析

    1.canvas,screen模式和world模式区别:screen的绑定摄像机与canvas相对位置不会改变不可改变canvas,world模式下有个event camera相对位置可改变,canv ...

随机推荐

  1. MySQL设计规范与性能优化

    引言 MySQL是目前使用最为广泛的关系型数据库之一,如果使用得当,可支撑企业级高并发.高可靠服务,使用不当甚至连并发量略高的个人网站都难以支撑: 就算使用了缓存,大量的数据库访问依旧在所难免,即使设 ...

  2. OO第13-14次作业总结

    目录 面向对象第13-14次作业总结博客 1.设计分析 2.架构总结.测试 3.课程收获和建议 面向对象第13-14次作业总结博客 1.设计分析 这个单元是我做的最差的一个单元.总工程量超过2000行 ...

  3. Luogu [P2708] 硬币翻转

    硬币翻转 题目详见:硬币翻转 这道题是一道简单的模拟(其实洛谷标签上说这道题是搜索???),我们只需要每一次从前往后找相同的硬币,直到找到不同的硬币n,然后将找到的前n-1个相同的硬币翻过来,每翻一次 ...

  4. IDEA搭建Maven 的聚合项目

    今天突然想把自己学习在eclipse上的maven聚合项目搭建到IDEA上,结果IDEA有太多的配置步骤,导致失败了很多次,终于在网上找到了一篇博客 https://blog.csdn.net/for ...

  5. java调用摄像头了

    http://www.cnblogs.com/cnweiblog/p/4602207.html

  6. 统计学基于SPSS贾俊平 授课笔记 发布作业 spss19cn 软件下载地址及破解包spss19_10039 下载地址

    spss19cn软件下载地址及破解包spss19_10039 软件包下载地址一 http://www.33lc.com/soft/41991.html 软件包下载地址二 http://dl.pconl ...

  7. 更改yum网易、阿里云的yum源

    更改yum源为网易的. 首先备份/etc/yum.repos.d/CentOS-Base.repomv /etc/yum.repos.d/CentOS-Base.repo /etc/yum.repos ...

  8. python用requests请求,报SSL:CERTIFICATE_VERIFY_FAILED错误。

    response = requests.request("GET", url, headers=headers, params=querystring, verify=False) ...

  9. 【Ecshop】后台菜单与权限管理

    主要php文件: 1,admin/includes/inc_menu.php ECSHOP管理中心菜单数组--配置菜单组及URL 2,languages/zh_cn/admin/common.php  ...

  10. ActiveMQ发布-订阅消息模式(同点对点模式的区别)

    点对点与发布订阅最初是由JMS定义的.这两种模式主要区别或解决的问题就是发送到队列的消息能否重复消费(多订阅) 点对点: 消息生产者生产消息发送到queue中,然后消息消费者从queue中取出并且消费 ...