Ugui 开发笔记 功能集合

按钮自动触发UI事件

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
 
public class UGUI_AutoClick : MonoBehaviour
{
    public Button uiButton1;
    public Button uiButton2;
    public Image uiImage;
 
    void Start()
    {
        uiButton1.onClick.AddListener(this.__onClick);
        uiButton2.onClick.AddListener(this.__onClick);
    }
 
    void OnGUI()
    {
 
        if (GUI.Button(new Rect (100,100,200,200), "Auto Button"))
        {
            //调用会触发Button的按钮变色
            ExecuteEvents.Execute<ISubmitHandler>(uiButton1.gameObject, new PointerEventData(EventSystem.current), ExecuteEvents.submitHandler);
        }
 
        if (GUI.Button(new Rect(300, 100, 200, 200), "Auto Button"))
        {
            //调用不会触发按钮变色
            ExecuteEvents.Execute<IPointerClickHandler>(uiButton2.gameObject, new PointerEventData(EventSystem.current), ExecuteEvents.pointerClickHandler);
        }
 
        if (GUI.Button(new Rect(100, 300, 200, 200), "Auto Image"))
        {
            ExecuteEvents.Execute<IPointerClickHandler>(uiImage.gameObject, new PointerEventData(EventSystem.current), ExecuteEvents.pointerClickHandler);
        }
 
    }
 
    private void __onClick()
    {
        Debug.Log("按钮点击");
    }
 
}

鼠标是否悬浮在UI上,判断鼠标是否在UI上

void Update()
    {
        // 检查鼠标是否悬浮在任何UI元素上
        if (EventSystem.current.IsPointerOverGameObject())
        {
            Debug.Log("鼠标当前悬浮在UI上");
        }
        else
        {
            Debug.Log("鼠标当前不在UI上");
        }
    }


    /// <summary>
    /// 2 判断鼠标的位置是否在UI上
    /// </summary>
    /// <returns>true:当前点击在UI上  false:当前不点击在UI上</returns>
    public static bool IsPointerOverUIObject()
    {
        PointerEventData eventDataCurrentPosition = new PointerEventData(EventSystem.current);
#if !UNITY_EDITOR && (UNITY_ANDROID || UNITY_IPHONE)
        eventDataCurrentPosition.position = Input.GetTouch(0).position;
#else
        eventDataCurrentPosition.position = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
#endif
        List<RaycastResult> results = new List<RaycastResult>();
        if (EventSystem.current)
        {
            EventSystem.current.RaycastAll(eventDataCurrentPosition, results);
        }

        for (int i = 0; i < results.Count; i++)
        {
            if (results[i].gameObject.layer == LayerMask.NameToLayer("UI")
                )
                return true;
        }

        return false;
    }

Ugui组件VerticalLayoutGroup(HorizontalLayoutGroup)可以使子物体垂直或者水平 整齐排列,与ContentSizeFitter结合使用开启更多功能。

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