textObject Unity上的Onclickevent [英] Onclickevent on a textObject Unity
问题描述
因此,我正在尝试在Unity中的文本元素上添加OnclickEvent. (UnityEngine.UI.Text) 但是Text对象没有onclick事件处理程序. 我很确定这是可能的,否则Unity应该是无法单击文本对象的第一语言. 我已经找到
So, i'm trying to add an OnclickEvent on a Text Element in Unity. (UnityEngine.UI.Text) But the Text object doesn't have a onclick event handler. I'm pretty sure this is possible, or Unity should be the first language where it's not possible to click a Text Object. I already found
您不能,至少不能直接这样做.用OnGUI绘制的GUIText无法检测到输入,您必须使用GUI按钮. 但是您根本不应该使用OnGUI.新的Unity UI系统是在几个月前发布的,它具有极大的优越性.您应该更新到Unity 4.6.3并开始使用它. 无法添加onclick事件
You can't, at least not directly. The GUIText drawn with OnGUI doesn't detect input, you would have to use a GUI button. But you should not be using OnGUI at all. The new Unity UI system was released a few months ago, it's vastly superior. You should update to Unity 4.6.3 and start using that instead. Not Possible to add onclick event
但是我只是无法成像,因此无法单击文本. 出于布局原因,我真的不想使用按钮.
But i just can't image it's not possible to click on text. I really don't want to use a button for Layout reasons.
谢谢
推荐答案
您可以简单地使用 IPointerClickHandler
接口和 UnityEvent
:
You can simply create your own click handler using the IPointerClickHandler
interface and a UnityEvent
:
public class TextButton : MonoBehaviour, IPointerClickHandler
{
// add callbacks in the inspector like for buttons
public UnityEvent onClick;
public void OnPointerClick(PointerEventData pointerEventData)
{
//Output to console the clicked GameObject's name and the following message. You can replace this with your own actions for when clicking the GameObject.
Debug.Log(name + " Game Object Clicked!", this);
// invoke your event
onClick.Invoke();
}
}
确保场景中存在
EventSystem
以允许单击检测.对于非UI GameObjects的点击检测,请确保将PhysicsRaycaster
附加到Camera
.
Ensure an
EventSystem
exists in the Scene to allow click detection. For click detection on non-UI GameObjects, ensure aPhysicsRaycaster
is attached to theCamera
.
或者,您可以使用 EventTrigger
组件.
Alternatively you could use the EventTrigger
component.
基本上两者都会做相同的事情:
both will basically do more or less the same thing:
第一个的巨大优势是您可以轻松地对其进行增强,例如,通过视觉反馈(如更改按钮的颜色):
The huge advantage of the first one is you could easily enhance it, for example with visual feedback like changing the color of a button:
[RequireComponent(typeof(Text))]
public class TextButton : MonoBehaviour, IPointerClickHandler, IPointerDownHandler, IPointerUpHandler, IPointerEnterHandler, IPointerExitHandler
{
#region Inspector
public Color NormalColor = Color.black;
public Color HoverColor = Color.black;
public Color PressColor = Color.black;
public Color DisabledColor = Color.gray;
// add callbacks in the inspector like for buttons
public UnityEvent onClick;
#endregion Inspector
private bool _isInteractive = true;
public bool interactive
{
get
{
return _isInteractive;
}
set
{
_isInteractive = value;
UpdateColor();
}
}
private bool _isPressed;
private bool _isHover;
private Text _textComponent;
private Text TextComponent
{
get
{
if(!_textComponent) _textComponent = GetComponent<Text>() ?? gameObject.AddComponent<Text>();
}
}
private void Updatecolor()
{
if (!interactive)
{
TextComponent.color = DisabledColor;
return;
}
if (isPressed)
{
TextComponent.color = PressColor;
return;
}
if (isHover)
{
TextComponent.color = HoverColor;
return;
}
TextComponent.color = NormalColor;
}
#region IPointer Callbacks
public void OnPointerClick(PointerEventData pointerEventData)
{
//Output to console the clicked GameObject's name and the following message. You can replace this with your own actions for when clicking the GameObject.
Debug.Log(name + " Game Object Clicked!", this);
// invoke your event
onClick.Invoke();
}
public void OnPointerDown(PointerEventData eventData)
{
if(!_isHover)return;
_isPressed = true;
Updatecolor();
}
public void OnPointerUp(PointerEventData eventData)
{
if(!_isHover)return;
_isPressed = false;
Updatecolor();
}
public void OnPointerEnter(PointerEventData eventData)
{
_isHover = true;
Updatecolor();
}
public void OnPointerExit(PointerEventData eventData)
{
_isHover = false;
_isPressed = false;
Updatecolor();
}
#endregion IPointer Callbacks
}
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