Debug.Log("Clicked on: " + result.gameObject.name); }*///Debug.Log("Clicked on: " + results[0].gameObject.name);} 射线检测: //射线检测publicvoidCreateRay(Vector3 _vec) {//Ray ray = Camera.main.ScreenPointToRay(transform
private void OnDestroy() { #if UNITY_2019_1_OR_NEWER SceneView.duringSceneGui -= OnSceneViewGui; #else SceneView.onSceneGUIDelegate -= OnSceneViewGui; #endif } [DidReloadScripts] private static void Reload() { var canvas = FindObjectOfType<SceneTools1>(); if (canvas != null) { ca...
private void OnStartStopBtnClicked(){ if (is_running) { Close(); btn_start_stop_playback_.GetComponentInChildren<Text>().text = "开始播放"; btn_decode_mode_.GetComponent<Button>().interactable = true; btn_latency_mode_.GetComponent<Button>().interactable = true; } else ...
void Update() { if (Input.GetMouseButtonDown(0)) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { if (hit.collider.gameObject == objectToEdit) { // 用户点击了需要编辑的对象 Debug.Log("Clicked ...
Debug.Log("Button was clicked!"); } } 4、绑定 C# 方法到 Button 的点击事件中 点击左上角的“Hierarchy”窗口中的 Button,展开 Inspector,把 ButtonHandler 脚本拖动到 Inspector 中。 然后,点击 "On Click()" 面板右下角的加号,把“Hierarchy”窗口中的 Button拖动到 Click 的 Object 中,再选择 Button...
("SaveButton"); saveButton.clicked += OnSaveButtonClicked; } //保存资源文件 private void OnSaveButtonClicked() { AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); Debug.Log("Save"); } private void OnDestroy() { //对象销毁之前记得保存一下,保险 AssetDatabase.SaveAssets(); } } } #...
async UniTask TripleClick() { // In default, used button.GetCancellationTokenOnDestroy to manage lieftime of async await button.OnClickAsync(); await button.OnClickAsync(); await button.OnClickAsync(); Debug.Log("Three times clicked"); } // more efficient way async UniTask TripleClick() ...
messageBox.CanCloseByFadeBGClicked = true; } } private void OnCustome1Click (System. Object o ) { Debug.Log ("Custom1Message"); } private void OnOkClick (System. Object o ) { Debug.Log ("OKMessage"); } private void OnCancelClick (System. Object o ) ...
clicked += OnClick; } void OnClick() { var newObj = GameObject.CreatePrimitive(PrimitiveType.Cube).transform; // When writing editor tools, don't forget to be a good citizen and implement Undo. Undo.RegisterCreatedObjectUndo(newObj.gameObject, "Create Cube"); ...
usingUnityEngine;usingSystem.Collections;publicclassObjectTouch : MonoBehaviour {//Called on mouse downvoidOnMouseDown() { Debug.Log ("You clicked me"); } } 2、使用Input.GetMouseButton方法 使用Input.GetMouseButton方法和使用鼠标事件的区别是,鼠标事件是在操作的瞬间触发的,使用Input.GetMouseButton方法是在...