按下按钮时运行代码
本文关键字:运行 代码 按钮 | 更新日期: 2023-09-27 18:04:38
我是unity和构建游戏的新手,我使用2个按钮(增加按钮,减少按钮),我遇到的问题是按钮回调函数只被调用一次,当用户点击按钮时,而不是当按钮被按住时。如何使按钮在按下时被重复调用?
public void IncreaseBPM()
{
if (speed < 12)
{
speed += 0.05f;
bpmText.GetComponent<BeatTextControl> ().beats += 1;
PlayerPrefs.SetFloat ("savedBPM", speed);
}
}
public void DecreaseBPM()
{
if (speed > 1.5)
{
speed -= 0.05f;
bpmText.GetComponent<BeatTextControl> ().beats -= 1;
PlayerPrefs.SetFloat ("savedBPM", speed);
}
}
Unity的Button
组件没有内置此功能。您必须将您自己的Image
组件作为Button
推出。实现IPointerDownHandler
和IPointerUpHandler
接口,然后覆盖OnPointerDown
和OnPointerUp
功能。
当OnPointerDown
被调用时,使用struct
将被点击的对象/卷Image
和当前点击的pointerId
存储在List
中。然后可以在Update
函数中检查单击了哪个Image
。
如果OnPointerUp
被调用,您必须检查哪个pointerId
被释放,然后检查pointerId
是否存在于List
中,如果存在则将其删除。
我已经开始做这件事了。下面是你问题中的新脚本:
public class ButtonTest : MonoBehaviour
{
// Use this for initialization
void Start()
{
//Register to Button events
ButtonDownRelease.OnButtonActionChanged += ButtonActionChange;
Debug.Log("Registered!");
}
// Update is called once per frame
void Update()
{
}
//Un-Register to Button events
void OnDisable()
{
ButtonDownRelease.OnButtonActionChanged -= ButtonActionChange;
}
//Will be called when there is a Button action
void ButtonActionChange(ButtonAction buttonAction)
{
//Check for held down
if (buttonAction == ButtonAction.DecreaseButtonDown)
{
Debug.Log("Decrease Button held Down!");
DecreaseBPM();
}
if (buttonAction == ButtonAction.IncreaseButtonDown)
{
Debug.Log("Increase Button held Down!");
IncreaseBPM();
}
//Check for release
if (buttonAction == ButtonAction.DecreaseButtonUp)
{
Debug.Log("Decrease Button Released!");
}
if (buttonAction == ButtonAction.IncreaseButtonUp)
{
Debug.Log("Increase Button Released!");
}
}
private void IncreaseBPM()
{
if (TempoController.GetComponent<Pendulum>().speed < 12)
{
TempoController.GetComponent<Pendulum>().speed += 0.05f;
}
}
private void DecreaseBPM()
{
if (TempoController.GetComponent<Pendulum>().speed > 1.5)
{
TempoController.GetComponent<Pendulum>().speed -= 0.05f;
}
}
}
仔细阅读。
创建一个名为ButtonDownRelease
的新脚本,然后将以下代码放入其中。将ButtonDownRelease
脚本附加到Canvas
。Canvas
是你的Images
/Buttons
UI GameObjects的父对象。创建两个Images
(增加和减少)。创建两个tags
,分别称为increase
和decrease
,然后将Images
放在右边的tag
中。
注意:
如果您不想使用Image
组件,您仍然可以使用Button
而不是Image
来完成此工作。只需选择每个Button
并将标签更改为increase
和decrease
,然后选择每个Button
下的Text
组件并更改其标签increase
和decrease
。如果您想在此脚本中使用Button
组件,则必须更改Button
的Text
标记。此外,您必须将ButtonDownRelease
附加到每个Button
上,而不是像Image
组件那样附加到Canvas
上。
ButtonDownRelease
脚本:
using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using System.Collections.Generic;
public class ButtonDownRelease : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
List<ButtonInfo> buttonInfo = new List<ButtonInfo>();
public delegate void ButtonActionChange(ButtonAction buttonAction);
public static event ButtonActionChange OnButtonActionChanged;
// Update is called once per frame
void Update()
{
//Send Held Button Down events
for (int i = 0; i < buttonInfo.Count; i++)
{
if (buttonInfo[i].buttonPresed == ButtonAction.DecreaseButtonDown)
{
dispatchEvent(ButtonAction.DecreaseButtonDown);
}
else if (buttonInfo[i].buttonPresed == ButtonAction.IncreaseButtonDown)
{
dispatchEvent(ButtonAction.IncreaseButtonDown);
}
}
}
void dispatchEvent(ButtonAction btAction)
{
if (OnButtonActionChanged != null)
{
OnButtonActionChanged(btAction);
}
}
public void OnPointerDown(PointerEventData eventData)
{
//Debug.Log("Button Down!");
ButtonInfo bInfo = new ButtonInfo();
bInfo.uniqueId = eventData.pointerId;
if (eventData.pointerCurrentRaycast.gameObject.CompareTag("increase"))
{
bInfo.buttonPresed = ButtonAction.IncreaseButtonDown;
addButton(bInfo);
}
else if (eventData.pointerCurrentRaycast.gameObject.CompareTag("decrease"))
{
bInfo.buttonPresed = ButtonAction.DecreaseButtonDown;
addButton(bInfo);
}
}
public void OnPointerUp(PointerEventData eventData)
{
//Debug.Log("Button Down!" + eventData.pointerCurrentRaycast);
removeButton(eventData.pointerId);
}
void addButton(ButtonInfo bInfo)
{
buttonInfo.Add(bInfo);
}
void removeButton(int unqID)
{
for (int i = 0; i < buttonInfo.Count; i++)
{
if (unqID == buttonInfo[i].uniqueId)
{
//Send Release Button Up events
if (buttonInfo[i].buttonPresed == ButtonAction.DecreaseButtonDown)
{
dispatchEvent(ButtonAction.DecreaseButtonUp);
}
else if (buttonInfo[i].buttonPresed == ButtonAction.IncreaseButtonDown)
{
dispatchEvent(ButtonAction.IncreaseButtonUp);
}
buttonInfo.RemoveAt(i);
}
}
}
public struct ButtonInfo
{
public int uniqueId;
public ButtonAction buttonPresed;
}
}
public enum ButtonAction
{
None,
IncreaseButtonDown, IncreaseButtonUp,
DecreaseButtonDown, DecreaseButtonUp
}
最后,如果您只使用boolean
变量来执行此操作,您将遇到问题。这需要用pointerId
完成,就像这个答案中提供的脚本一样,以避免移动设备上的bug。这个漏洞的一个很好的例子是,当你点击一个Image
,然后释放手指在另一个GameObject上,你的布尔逻辑将中断,因为OnPointerUp
不会被调用。此外,在移动设备上使用多点触控也会产生问题。
首先创建两个布尔值
bool increase = false;
bool decrease = false;
然后在函数
中设置它们public void WhenButtonClicked()
{ increase = true; }
public void WhenOtherButtonClicked()
{ decrease = true; }
然后在同一文件中的update函数中检查:
Void update(){
If(increase){ IncreaseBPM(); }
Else if(decrease){ DecreaseBPM(); }
}
关于按钮何时被释放,我找到了一个简单的答案:http://answers.unity3d.com/questions/843319/46-gui-button-onrelease.html
为按钮添加一个事件触发器组件(在事件菜单中)。从那里你可以为OnPointerUp添加一个监听器。对待它就像与OnClick相同
并创建另外两个将increase和reduce设置为false的函数!