Unity自定义Button
Posted Xiaohei_wh
tags:
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哈喽,艾瑞巴蒂,你们好嘛,2022年到来了,小黑在这里祝愿大家在新的一年如猛虎一头,在工作中用虎的霸气吓退困难,在生活中用虎的“傻不拉几”温暖身边人。新年快乐~
好了,新的一年,新的开始,新的水博客~今天给大家带来,Unity中的自定义按钮:CustomButton。因为好多时候吧,UGUI中的Button并不能满足我们的需求,那怎么办?自己写一个!绝对不向困难妥协,但可以向困难拖鞋,熏死困难~!
该代码中包含以下几个事件:其中按着事件,与其他事件共存。双击事件会先触发单击
- onClick 单击
- onDoubleClick 双击
- onLongPress 长按
- onKeepPress 按着
大家可以根据自己的需求来使用,也可以进行拓展,可能小黑的代码水平不高,但是希望能帮助到大家,如果你们拓展了告诉小黑一下,小黑会加到博客中来,并且标明是谁提供。
using System;
using System.Collections;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
using UnityEngine.UI;
/*
* Introduction:Custom UGUI`s button
* Creator:Xiaohei Wang
*/
[RequireComponent(typeof(Image))]
[RequireComponent(typeof(CanvasRenderer))]
public class CustomButton : Selectable, IPointerClickHandler, ISubmitHandler
protected CustomButton()
[Serializable]
public class ButtonClickedEvent : UnityEvent
[FormerlySerializedAs("onClick")]
[SerializeField]
private ButtonClickedEvent m_OnClick = new ButtonClickedEvent();
[FormerlySerializedAs("onLongPress")]
[SerializeField]
private ButtonClickedEvent m_onLongPress = new ButtonClickedEvent();
[FormerlySerializedAs("onDoubleClick")]
[SerializeField]
private ButtonClickedEvent m_onDoubleClick = new ButtonClickedEvent();
[FormerlySerializedAs("onKeepPress")]
[SerializeField]
private ButtonClickedEvent m_onKeepPress = new ButtonClickedEvent();
public ButtonClickedEvent onClick
get return m_OnClick;
public ButtonClickedEvent onDoubleClick
get return m_onDoubleClick;
public ButtonClickedEvent onLongPress
get return m_onLongPress;
public ButtonClickedEvent onKeepPress
get return m_onKeepPress;
private bool m_isPress = false;
private bool m_longPress = false;
private bool m_isKeepPress = false;
private DateTime m_currentStartTime;
private void Press()
if (!IsActive() || !IsInteractable())
return;
UISystemProfilerApi.AddMarker("Button.onClick", this);
m_OnClick.Invoke();
private void Update()
CheckForLongPress();
if (m_isKeepPress) onKeepPress?.Invoke();
private void CheckForLongPress()
if (m_isPress && !m_longPress)
if ((DateTime.Now - m_currentStartTime).TotalMilliseconds >= 600)
m_isPress = false;
m_longPress = true;
m_onLongPress?.Invoke();
public override void OnPointerDown(PointerEventData eventData)
m_isPress = true;
m_longPress = false;
m_isKeepPress = true;
m_currentStartTime = DateTime.Now;
base.OnPointerDown(eventData);
public override void OnPointerUp(PointerEventData eventData)
m_isPress = false;
m_isKeepPress = false;
base.OnPointerUp(eventData);
public override void OnPointerExit(PointerEventData eventData)
m_isPress = false;
m_isKeepPress = false;
base.OnPointerExit(eventData);
public virtual void OnPointerClick(PointerEventData eventData)
if (!m_longPress)
if (eventData.clickCount == 2)
m_onDoubleClick?.Invoke();
else if (eventData.clickCount == 1)
onClick?.Invoke();
public virtual void OnSubmit(BaseEventData eventData)
Press();
if (!IsActive() || !IsInteractable())
return;
DoStateTransition(SelectionState.Pressed, false);
StartCoroutine(OnFinishSubmit());
private IEnumerator OnFinishSubmit()
var fadeTime = colors.fadeDuration;
var elapsedTime = 0f;
while (elapsedTime < fadeTime)
elapsedTime += Time.unscaledDeltaTime;
yield return null;
DoStateTransition(currentSelectionState, false);
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