public override void OnPointerExit(PointerEventData eventData) { print("鼠标离开"); } public override void OnPointerDown(PointerEventData eventData) { print("鼠标点下"); } public override void OnPointerUp(PointerEvent
IPointerExitHandler - OnPointerExit - 当指针退出对象时调用 IPointerDownHandler - OnPointerDown - 在对象上按下指针时调用 IPointerUpHandler - OnPointerUp - 松开指针时调用(在指针正在点击的游戏对象上调用) IPointerClickHandler - OnPointerClick - 在同一对象上按下再松开指针时调用 IInitializePotentialDr...
对于Button来说,最重要的就是里面的成员onClick,这是一个当按钮被按下后所触发的Unity的事件,它的类型是UI.Button.ButtonClickedEvent,继承于UnityEvent,详情可以看附录里记录的UnityEvent的用法,最常用就是增加监听函数的方法AddListener. 哦如果想用一点复杂的按钮的用法的话,可以尝试了解下OnPointerClick回调函数,它...
Other Dropdown.OnPointerClick Other Versions Leave feedback public voidOnPointerClick(EventSystems.PointerEventDataeventData); Parameters eventDataCurrent event. Description Handling for when the dropdown is 'clicked'. Did you find this page useful? Please give it a rating: ...
Use theInspectorto see that it includes common lighting properties including type, color, intensity, shadow type, and so on. It's important to point out that projects in Unity are a little different from their Visual Studio for Mac counterparts. In theProjecttab on the bottom, right-click th...
public class ObservableLongPointerDownTrigger : ObservableTriggerBase, IPointerDownHandler, IPointerUpHandler { public float IntervalSecond = 1f; Subject<Unit> onLongPointerDown; float? raiseTime; void Update() { if (raiseTime != null && raiseTime <= Time.realtimeSinceStartup) { if (onLong...
public class ObservableLongPointerDownTrigger : ObservableTriggerBase, IPointerDownHandler, IPointerUpHandler { public float IntervalSecond = 1f; Subject<Unit> onLongPointerDown; float? raiseTime; void Update() { if (raiseTime != null && raiseTime <= Time.realtimeSinceStartup) { if (onLongPointe...
Set a breakpoint on the first line of code in the Start method. You can either click in the editor margin at the target line or place cursor on the line, and then press F9. Select the Start Debugging button or press F5. This will build the project and attach it to Unity for ...
publicvoidOnEndDrag(PointerEventDataeventData)//拖拽结束 第六步:创建PickUpItem类,用于在游戏中角色拾取物品与背包的数据的逻辑处理。采用OnTriggerStay()触发器判断是否是主角并且是否按下R键,是否符合拾取的条件,背包未满的情况才能拾取物品。 第七步:创建UseProp类,主要用于道具的使用功能,需要判断背包中是否存在...
The easiest way to run your game is to click the "Play" button on the the main editor toolbar, which will run the game right inside the editor's process. If you want to run it as a standalone application, click the dropdown arrow next to "Play" and choose "Standalone Game". Fina...