EventData,事件数据,记录当前事件相关的信息。
有抽象基类AbstractEventData
,衍生出的有BaseEventData
,后者又有衍生类PointerEventData
和AxisEventData
。EventData
是UI系统总事件的承载者,其中包含有与该事件相关的各种信息。
AbstractEventData
只负责一件事,用于处理和获取该事件是否被使用的状态。
BaseEventData
比上面多了两个属性,即当前的输入模块currentInputModule
和当前选中的对象selectedObject
AxisEventData
也就只包含一个字段,一个属性,分别是移动的方向和移动矢量
PointerEventData
是最复杂的,它里面多了很多和点击,触发相关的信息,该类代码如下
using System;
using System.Text;
using System.Collections.Generic;
namespace UnityEngine.EventSystems
{
/// <summary>
/// Each touch event creates one of these containing all the relevant information.
/// </summary>
public class PointerEventData : BaseEventData
{
// 鼠标按钮的左中右键
public enum InputButton
{
Left = 0,
Right = 1,
Middle = 2
}
// 某一帧内按键的状态
public enum FramePressState
{
Pressed,
Released,
PressedAndReleased,
NotChanged
}
public GameObject pointerEnter { get; set; } // 接收OnPointerEnter事件的对象
private GameObject m_PointerPress;
public GameObject lastPress { get; private set; } //上一次响应按下事件的对象
public GameObject rawPointerPress { get; set; } // 发生按下事件的对象,即使它不能响应该事件
public GameObject pointerDrag { get; set; } // 接收OnDrag事件的对象
public RaycastResult pointerCurrentRaycast { get; set; } // 当前事件关联的射线投射结果
public RaycastResult pointerPressRaycast { get; set; } // 按下(点击)事件关联的射线投射结果
public List<GameObject> hovered = new List<GameObject>(); // 存储的是一组对象,这些对象都接收过OnPointerEnter事件
public bool eligibleForClick { get; set; } // 当前事件是否用于点击
public int pointerId { get; set; }
public Vector2 position { get; set; } // 当前点击(鼠标或触摸)位置
public Vector2 delta { get; set; } // 与上一帧点击的变化量
public Vector2 pressPosition { get; set; } // 按下的位置
// World-space position where a ray cast into the screen hits something
[Obsolete("Use either pointerCurrentRaycast.worldPosition or pointerPressRaycast.worldPosition")]
public Vector3 worldPosition { get; set; }
// World-space normal where a ray cast into the screen hits something
[Obsolete("Use either pointerCurrentRaycast.worldNormal or pointerPressRaycast.worldNormal")]
public Vector3 worldNormal { get; set; }
public float clickTime { get; set; } // 上一次点击的时间
public int clickCount { get; set; } // 点击的数量
/* 和拖拽相关的信息 */
public Vector2 scrollDelta { get; set; } // 与上一帧相比的滑动量
public bool useDragThreshold { get; set; } // 是否使用拖拽阈值
public bool dragging { get; set; } // 是否正在拖动
public InputButton button { get; set; }
public PointerEventData(EventSystem eventSystem) : base(eventSystem)
{
eligibleForClick = false;
pointerId = -1;
position = Vector2.zero; // Current position of the mouse or touch event
delta = Vector2.zero; // Delta since last update
pressPosition = Vector2.zero; // Delta since the event started being tracked
clickTime = 0.0f; // The last time a click event was sent out (used for double-clicks)
clickCount = 0; // Number of clicks in a row. 2 for a double-click for example.
scrollDelta = Vector2.zero;
useDragThreshold = true;
dragging = false;
button = InputButton.Left;
}
public bool IsPointerMoving()
{
return delta.sqrMagnitude > 0.0f;
}
public bool IsScrolling()
{
return scrollDelta.sqrMagnitude > 0.0f;
}
public Camera enterEventCamera
{
get { return pointerCurrentRaycast.module == null ? null : pointerCurrentRaycast.module.eventCamera; }
}
public Camera pressEventCamera
{
get { return pointerPressRaycast.module == null ? null : pointerPressRaycast.module.eventCamera; }
}
public GameObject pointerPress
{
get { return m_PointerPress; }
set
{
if (m_PointerPress == value)
return;
lastPress = m_PointerPress;
m_PointerPress = value;
}
}
public override string ToString()
{
var sb = new StringBuilder();
sb.AppendLine("<b>Position</b>: " + position);
sb.AppendLine("<b>delta</b>: " + delta);
sb.AppendLine("<b>eligibleForClick</b>: " + eligibleForClick);
sb.AppendLine("<b>pointerEnter</b>: " + pointerEnter);
sb.AppendLine("<b>pointerPress</b>: " + pointerPress);
sb.AppendLine("<b>lastPointerPress</b>: " + lastPress);
sb.AppendLine("<b>pointerDrag</b>: " + pointerDrag);
sb.AppendLine("<b>Use Drag Threshold</b>: " + useDragThreshold);
sb.AppendLine("<b>Current Rayast:</b>");
sb.AppendLine(pointerCurrentRaycast.ToString());
sb.AppendLine("<b>Press Rayast:</b>");
sb.AppendLine(pointerPressRaycast.ToString());
return sb.ToString();
}
}
}
以上便是EventData 的大概内容吧,理解都在注释里了,本次水文结束
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