EventSystem扩展
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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namespace AibisDream.Framework
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{
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/// <summary>
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/// EventTrigger扩展
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/// </summary>
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[RequireComponent(typeof(Collider2D))]
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public class EventTriggerEx : EventTrigger
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{
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/// <summary>
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/// 注册事件
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/// </summary>
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/// <param name="triggerType">事件类型</param>
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/// <param name="action">函数</param>
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public void Register(EventTriggerType triggerType, UnityAction<BaseEventData> action)
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{
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if (TryGetTriggerEvent(triggerType, out var triggerEvent))
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{
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triggerEvent.AddListener(action);
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}
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else
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{
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Debug.LogWarning($"{triggerType.ToString()}未添加");
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}
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}
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/// <summary>
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/// 卸载事件
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/// </summary>
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/// <param name="triggerType">事件类型</param>
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/// <param name="action">函数</param>
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public void UnRegister(EventTriggerType triggerType, UnityAction<BaseEventData> action)
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{
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if (TryGetTriggerEvent(triggerType, out var triggerEvent))
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{
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triggerEvent.RemoveListener(action);
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}
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else
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{
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Debug.LogWarning($"{triggerType.ToString()}未添加");
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}
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}
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/// <summary>
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/// 获取触发事件
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/// </summary>
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/// <param name="triggerType">事件类型</param>
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/// <param name="triggerEvent">事件</param>
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/// <returns>是否存在</returns>
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private bool TryGetTriggerEvent(EventTriggerType triggerType, out TriggerEvent triggerEvent)
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{
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var entry = triggers.FirstOrDefault(item => item.eventID == triggerType);
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if (entry == null)
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{
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triggerEvent = null;
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return false;
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}
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else
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{
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triggerEvent = entry.callback;
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return true;
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}
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}
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public override void OnPointerEnter(PointerEventData data)
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{
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EventSystemEx.Instance.OnPointerEnter(gameObject);
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base.OnPointerEnter(data);
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}
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public override void OnPointerExit(PointerEventData data)
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{
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EventSystemEx.Instance.OnPointerExit(gameObject);
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base.OnPointerExit(data);
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}
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public override void OnPointerDown(PointerEventData eventData)
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{
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}
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}
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}
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