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-rw-r--r--Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/EventData/BaseEventData.cs2
-rw-r--r--Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Button.cs8
-rw-r--r--Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Navigation.cs10
-rw-r--r--Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Selectable.cs35
-rw-r--r--Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Slider.cs6
-rw-r--r--Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Toggle.cs6
6 files changed, 50 insertions, 17 deletions
diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/EventData/BaseEventData.cs b/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/EventData/BaseEventData.cs
index ecc94aa..f353314 100644
--- a/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/EventData/BaseEventData.cs
+++ b/Assets/uGUI-2017.1/UnityEngine.UI/EventSystem/EventData/BaseEventData.cs
@@ -36,7 +36,7 @@ namespace UnityEngine.EventSystems
public GameObject selectedObject
{
get { return m_EventSystem.currentSelectedGameObject; }
- set { m_EventSystem.SetSelectedGameObject(value, this); }
+ set { m_EventSystem.SetSelectedGameObject(value, this); } // �ᷢ��һ��selecthandler�¼�
}
}
}
diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Button.cs b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Button.cs
index 8641b05..d0c9ae3 100644
--- a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Button.cs
+++ b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Button.cs
@@ -9,7 +9,10 @@ namespace UnityEngine.UI
{
// Button that's meant to work with mouse or touch-based devices.
[AddComponentMenu("UI/Button", 30)]
- public class Button : Selectable, IPointerClickHandler, ISubmitHandler
+ public class Button
+ : Selectable
+ , IPointerClickHandler // �����\����
+ , ISubmitHandler // Input>Submit�����������ֱ�������ij����������
{
[Serializable]
public class ButtonClickedEvent : UnityEvent {}
@@ -28,6 +31,7 @@ namespace UnityEngine.UI
set { m_OnClick = value; }
}
+ // ���ص�
private void Press()
{
if (!IsActive() || !IsInteractable())
@@ -48,6 +52,8 @@ namespace UnityEngine.UI
public virtual void OnSubmit(BaseEventData eventData)
{
+ LogHelper.Log("OnSubmit() " + gameObject.name);
+
Press();
// if we get set disabled during the press
diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Navigation.cs b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Navigation.cs
index 8dce1d5..98e77f9 100644
--- a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Navigation.cs
+++ b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Navigation.cs
@@ -14,11 +14,11 @@ namespace UnityEngine.UI
[Flags]
public enum Mode
{
- None = 0, // No navigation
- Horizontal = 1, // Automatic horizontal navigation
- Vertical = 2, // Automatic vertical navigation
- Automatic = 3, // Automatic navigation in both dimensions
- Explicit = 4, // Explicitly specified only
+ None = 0, // 0 No navigation
+ Horizontal = 1, // 1 Automatic horizontal navigation
+ Vertical = 2, // 10 Automatic vertical navigation
+ Automatic = 3, // 11 Automatic navigation in both dimensions
+ Explicit = 4, // Explicitly specified only
}
// Which method of navigation will be used.
diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Selectable.cs b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Selectable.cs
index c0cda18..9cc6178 100644
--- a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Selectable.cs
+++ b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Selectable.cs
@@ -13,13 +13,14 @@ namespace UnityEngine.UI
public class Selectable
:
UIBehaviour,
- IMoveHandler,
- IPointerDownHandler, IPointerUpHandler,
- IPointerEnterHandler, IPointerExitHandler,
- ISelectHandler, IDeselectHandler
+ IMoveHandler, // Input>Horizontal\Vertical�ƶ�ʱ�յ������Ϣ
+ IPointerDownHandler, IPointerUpHandler, // ���click
+ IPointerEnterHandler, IPointerExitHandler, // ��ͣhover
+ ISelectHandler, IDeselectHandler // navigation��ý���ʱ�յ������Ϣ
{
// Selection state
+ // ��ǰ�����е�Selectable���
// List of all the selectable objects currently active in the scene
private static List<Selectable> s_List = new List<Selectable>();
public static List<Selectable> allSelectables { get { return s_List; } }
@@ -349,7 +350,7 @@ namespace UnityEngine.UI
Vector3 pos = transform.TransformPoint(GetPointOnRectEdge(transform as RectTransform, localDir));
float maxScore = Mathf.NegativeInfinity;
Selectable bestPick = null;
- for (int i = 0; i < s_List.Count; ++i)
+ for (int i = 0; i < s_List.Count; ++i) // ������ǰ�����е�����selectable���
{
Selectable sel = s_List[i];
@@ -410,7 +411,7 @@ namespace UnityEngine.UI
void Navigate(AxisEventData eventData, Selectable sel)
{
if (sel != null && sel.IsActive())
- eventData.selectedObject = sel.gameObject;
+ eventData.selectedObject = sel.gameObject; // �ᷢ��һ��selectHandler�¼�
}
// Find the selectable object to the left of this one.
@@ -469,12 +470,15 @@ namespace UnityEngine.UI
return null;
}
+ // input>horizontal\vertical��������¼���
public virtual void OnMove(AxisEventData eventData)
{
+ LogHelper.Log("OnMove() " + gameObject.name );
+
switch (eventData.moveDir)
{
case MoveDirection.Right:
- Navigate(eventData, FindSelectableOnRight());
+ Navigate(eventData, FindSelectableOnRight()); // ������һ��selectableObj����һ��OnSelect��Ϣ
break;
case MoveDirection.Up:
@@ -496,6 +500,7 @@ namespace UnityEngine.UI
if (m_TargetGraphic == null)
return;
+ // ��һ��Э����tween����
m_TargetGraphic.CrossFadeColor(targetColor, instant ? 0f : m_Colors.fadeDuration, true, true);
}
@@ -512,6 +517,8 @@ namespace UnityEngine.UI
if (transition != Transition.Animation || animator == null || !animator.isActiveAndEnabled || !animator.hasBoundPlayables || string.IsNullOrEmpty(triggername))
return;
+ LogHelper.Log("trigger animation");
+
animator.ResetTrigger(m_AnimationTriggers.normalTrigger);
animator.ResetTrigger(m_AnimationTriggers.pressedTrigger);
animator.ResetTrigger(m_AnimationTriggers.highlightedTrigger);
@@ -578,6 +585,7 @@ namespace UnityEngine.UI
m_CurrentSelectionState = SelectionState.Normal;
}
+ // ����״̬���Ŷ���
// Change the button to the correct state
private void EvaluateAndTransitionToSelectionState(BaseEventData eventData)
{
@@ -598,12 +606,14 @@ namespace UnityEngine.UI
public virtual void OnPointerDown(PointerEventData eventData)
{
+ LogHelper.Log("OnPointerDown() "+ gameObject.name);
+
if (eventData.button != PointerEventData.InputButton.Left)
return;
// Selection tracking
if (IsInteractable() && navigation.mode != Navigation.Mode.None && EventSystem.current != null)
- EventSystem.current.SetSelectedGameObject(gameObject, eventData);
+ EventSystem.current.SetSelectedGameObject(gameObject, eventData); // ѡ�����UI���
isPointerDown = true;
EvaluateAndTransitionToSelectionState(eventData);
@@ -611,6 +621,8 @@ namespace UnityEngine.UI
public virtual void OnPointerUp(PointerEventData eventData)
{
+ LogHelper.Log("OnPointerUp() " + gameObject.name);
+
if (eventData.button != PointerEventData.InputButton.Left)
return;
@@ -620,24 +632,31 @@ namespace UnityEngine.UI
public virtual void OnPointerEnter(PointerEventData eventData)
{
+ LogHelper.Log("OnPointerEnter() " + gameObject.name);
+
isPointerInside = true;
EvaluateAndTransitionToSelectionState(eventData);
}
public virtual void OnPointerExit(PointerEventData eventData)
{
+ LogHelper.Log("OnPointerExit() " + gameObject.name);
+
isPointerInside = false;
EvaluateAndTransitionToSelectionState(eventData);
}
+ // ��ѡ��
public virtual void OnSelect(BaseEventData eventData)
{
+ LogHelper.Log("OnSelect() " + gameObject.name);
hasSelection = true;
EvaluateAndTransitionToSelectionState(eventData);
}
public virtual void OnDeselect(BaseEventData eventData)
{
+ LogHelper.Log("OnDeselect() " + gameObject.name);
hasSelection = false;
EvaluateAndTransitionToSelectionState(eventData);
}
diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Slider.cs b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Slider.cs
index ce8f4bb..4e80fb3 100644
--- a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Slider.cs
+++ b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Slider.cs
@@ -6,7 +6,11 @@ namespace UnityEngine.UI
{
[AddComponentMenu("UI/Slider", 33)]
[RequireComponent(typeof(RectTransform))]
- public class Slider : Selectable, IDragHandler, IInitializePotentialDragHandler, ICanvasElement
+ public class Slider
+ : Selectable
+ , IDragHandler
+ , IInitializePotentialDragHandler
+ , ICanvasElement // �༭���²Ż��õ�
{
public enum Direction
{
diff --git a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Toggle.cs b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Toggle.cs
index 5dc9275..8dc4c82 100644
--- a/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Toggle.cs
+++ b/Assets/uGUI-2017.1/UnityEngine.UI/UI/Core/UIControls/Toggle.cs
@@ -10,7 +10,11 @@ namespace UnityEngine.UI
/// </summary>
[AddComponentMenu("UI/Toggle", 31)]
[RequireComponent(typeof(RectTransform))]
- public class Toggle : Selectable, IPointerClickHandler, ISubmitHandler, ICanvasElement
+ public class Toggle
+ : Selectable
+ , IPointerClickHandler
+ , ISubmitHandler
+ , ICanvasElement // 编辑器下用到
{
public enum ToggleTransition
{