The Eventsystem supports a number of events, and they can be customised further in user custom user written InputModules.
The events that are supported by the StandaloneInputModule and TouchInputModule are provided by interface and can be implemented on a MonoBehaviour by implementing the interface. If you have a valid EventSystem configured the events will be called at the correct time.
IPointerEnterHandler - OnPointerEnter - Called when a pointer enters the object
IPointerExitHandler - OnPointerExit - Called when a pointer exits the object
IPointerDownHandler - OnPointerDown - Called when a pointer is pressed on the object
IPointerUpHandler - OnPointerUp - Called when a pointer is released (called on the original the pressed object)
IPointerClickHandler - OnPointerClick - Called when a pointer is pressed and released on the same object
IInitializePotentialDragHandler - OnInitializePotentialDrag - Called when a drag target is found, can be used to initialise values
IBeginDragHandler - OnBeginDrag - Called on the drag object when dragging is about to begin
IDragHandler - OnDrag - Called on the drag object when a drag is happening
IEndDragHandler - OnEndDrag - Called on the drag object when a drag finishes
IDropHandler - OnDrop - Called on the object where a drag finishes
IScrollHandler - OnScroll - Called when a mouse wheel scrolls
IUpdateSelectedHandler - OnUpdateSelected - Called on the selected object each tick
ISelectHandler - OnSelect - Called when the object becomes the selected object
IDeselectHandler - OnDeselect - Called on the selected object becomes deselected
IMoveHandler - OnMove - Called when a move event occurs (left, right, up, down, ect)
ISubmitHandler - OnSubmit - Called when the submit button is pressed
ICancelHandler - OnCancel - Called when the cancel button is pressed
常用的是动态实现Onclick事件
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using UnityEngine.Events;
using UnityEngine.EventSystems;
public class lv01 : MonoBehaviour {
// Use this for initialization
void Start () {
Button btn = GameObject.Find("Button").GetComponent
需要注意添加好命名空间。
UGUI还支持很多事件比如鼠标经过,离开,按下等,UGUI提供了一个EventTrigger 组件
这个也可以通过代码获取到
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using UnityEngine.Events;
using UnityEngine.EventSystems;
public class lv01 : MonoBehaviour {
// Use this for initialization
void Start () {
//Button btn = GameObject.Find("Button").GetComponent
创建Web工程,使用eclipse ee创建maven web工程 1.右键项目,选择Project Facets,点击Convert to faceted from 2.更改Dynamic Web Module的Version为2.5.(3.0为Java7的,Tomcat6不支持). 如果提示错误,可能需要在Java Compiler设置Compiler compl
最近一直在看python的document,打算在基础方面重点看一下python的keyword、Build-in Function、Build-in Constants、Build-in Types、Build-in Exception这四个方面,其实在看的时候发现整个《The Python Standard Library》章节都是很不错的,其中描述了很多不错的主题。先把Build-in Fu
学习函数式编程
package base;
import java.text.DecimalFormat;
public class Main {
public static void main(String[] args) {
// Integer a = 4;
// Double aa = (double)a / 100000;
// Decimal
Java中的泛型的使用:1.普通的泛型使用
在使用类的时候后面的<>中的类型就是我们确定的类型。
public class MyClass1<T> {//此处定义的泛型是T
private T var;
public T getVar() {
return var;
}
public void setVa