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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
namespace UnityEngine.UI
{
// Button that's meant to work with mouse or touch-based devices.
[AddComponentMenu("UI/Button", 30)]
public class Button
: Selectable
, IPointerClickHandler // 鼠标点击\触摸
, ISubmitHandler // Input>Submit触发,比如手柄、键盘某个按键按下
{
[Serializable]
public class ButtonClickedEvent : UnityEvent {}
// Event delegates triggered on click.
[FormerlySerializedAs("onClick")]
[SerializeField]
private ButtonClickedEvent m_OnClick = new ButtonClickedEvent();
protected Button()
{}
public ButtonClickedEvent onClick
{
get { return m_OnClick; }
set { m_OnClick = value; }
}
// 调回调
private void Press()
{
if (!IsActive() || !IsInteractable())
return;
UISystemProfilerApi.AddMarker("Button.onClick", this);
m_OnClick.Invoke();
}
// Trigger all registered callbacks.
public virtual void OnPointerClick(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left)
return;
Press();
}
public virtual void OnSubmit(BaseEventData eventData)
{
LogHelper.Log("OnSubmit() " + gameObject.name);
Press();
// if we get set disabled during the press
// don't run the coroutine.
if (!IsActive() || !IsInteractable())
return;
DoStateTransition(SelectionState.Pressed, false);
StartCoroutine(OnFinishSubmit());
}
private IEnumerator OnFinishSubmit()
{
var fadeTime = colors.fadeDuration;
var elapsedTime = 0f;
while (elapsedTime < fadeTime)
{
elapsedTime += Time.unscaledDeltaTime;
yield return null;
}
DoStateTransition(currentSelectionState, false);
}
}
}
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