Files
tianrunCRM/Assets/CoolapeFrame/3rd/NGUI_Enhance/Scripts/Interaction/UIEventTrigger.cs
2020-07-04 14:41:25 +08:00

131 lines
3.7 KiB
C#

//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2015 Tasharen Entertainment
//----------------------------------------------
using UnityEngine;
using System.Collections.Generic;
/// <summary>
/// Attaching this script to an object will let you trigger remote functions using NGUI events.
/// </summary>
[AddComponentMenu("NGUI/Interaction/Event Trigger")]
public class UIEventTrigger : MonoBehaviour
{
static public UIEventTrigger current;
public List<EventDelegate> onHoverOver = new List<EventDelegate>();
public List<EventDelegate> onHoverOut = new List<EventDelegate>();
public List<EventDelegate> onPress = new List<EventDelegate>();
public List<EventDelegate> onRelease = new List<EventDelegate>();
public List<EventDelegate> onSelect = new List<EventDelegate>();
public List<EventDelegate> onDeselect = new List<EventDelegate>();
public List<EventDelegate> onClick = new List<EventDelegate>();
public List<EventDelegate> onDoubleClick = new List<EventDelegate>();
public List<EventDelegate> onDragStart = new List<EventDelegate>();
public List<EventDelegate> onDragEnd = new List<EventDelegate>();
public List<EventDelegate> onDragOver = new List<EventDelegate>();
public List<EventDelegate> onDragOut = new List<EventDelegate>();
public List<EventDelegate> onDrag = new List<EventDelegate>();
#region add by chenbin
public List<EventDelegate> onBecameVisible = new List<EventDelegate>();
public List<EventDelegate> onBecameInvisible = new List<EventDelegate>();
#endregion
void OnHover (bool isOver)
{
if (current != null) return;
current = this;
if (isOver) EventDelegate.Execute(onHoverOver, gameObject); //modify by chenbin
else EventDelegate.Execute(onHoverOut, gameObject); // modify by chenbin
current = null;
}
void OnPress (bool pressed)
{
if (current != null) return;
current = this;
if (pressed) EventDelegate.Execute(onPress, gameObject); // modify by chenbin
else EventDelegate.Execute(onRelease, gameObject); // modify by chenbin
current = null;
}
void OnSelect (bool selected)
{
if (current != null) return;
current = this;
if (selected) EventDelegate.Execute(onSelect, gameObject); // modify by chenbin
else EventDelegate.Execute(onDeselect, gameObject); // modify by chenbin
current = null;
}
void OnClick ()
{
if (current != null) return;
current = this;
EventDelegate.Execute(onClick, gameObject); // modify by chenbin
current = null;
}
void OnDoubleClick ()
{
if (current != null) return;
current = this;
EventDelegate.Execute(onDoubleClick, gameObject); // modify by chenbin
current = null;
}
void OnDragStart ()
{
if (current != null) return;
current = this;
EventDelegate.Execute(onDragStart, gameObject); // modify by chenbin
current = null;
}
void OnDragEnd ()
{
if (current != null) return;
current = this;
EventDelegate.Execute(onDragEnd, gameObject); // modify by chenbin
current = null;
}
void OnDragOver (GameObject go)
{
if (current != null) return;
current = this;
EventDelegate.Execute(onDragOver, go); // modify by chenbin
current = null;
}
void OnDragOut (GameObject go)
{
if (current != null) return;
current = this;
EventDelegate.Execute(onDragOut, go); // modify by chenbin
current = null;
}
void OnDrag (Vector2 delta)
{
if (current != null) return;
current = this;
EventDelegate.Execute(onDrag, gameObject); // modify by chenbin
current = null;
}
#region add by chenbin
public void OnBecameInvisible ()
{
EventDelegate.Execute(onBecameInvisible, gameObject); // modify by chenbin
}
public void OnBecameVisible ()
{
EventDelegate.Execute(onBecameVisible, gameObject); // modify by chenbin
}
#endregion
}