Esempio n. 1
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        /// <summary>
        /// 当被拖拽物体碰到一个指定物体时,执行 Action;
        /// </summary>
        /// <param name="go"></param>
        /// <param name="collider_Go"></param>
        /// <param name="action"></param>
        /// <param name="dontSetPos"></param>
        /// <param name="dontDestroy"></param>
        public void SetAction(GameObject go, GameObject collider_Go, Action action, EventParames EventParames = 0)
        {
            base.SetAction(go, action, EventParames);

            this.collider_Go = collider_Go;

            GetPosition();
        }
Esempio n. 2
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        /// <summary>
        ///  为被操作物体设置参数;
        /// </summary>
        /// <param name="go"></param>
        /// <param name="action"></param>
        /// <param name="destroy"></param>
        public virtual void SetAction(GameObject go, Action action, EventParames EventParames = 0)
        {
            this.go = go;

            this.action = action;

            this.EventParames = EventParames;
        }
Esempio n. 3
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        /// <summary>
        ///  对事件的类型进行设置; T 为有参数的委托;
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="eventType"></param>
        /// <param name="gos"></param>
        /// <param name="function"></param>
        /// <param name="parameters"></param>
        /// <param name="eventsManager"></param>
        public static void SetFunc <T>(EventsType eventType, GameObject[] gos, T function, string parameters,
                                       EventParames EventParames) where T : class
        {
            UnityEvent unityEvent = new UnityEvent();

            if (typeof(T) == typeof(Action <string>))
            {
                unityEvent.AddActKeyPair(parameters, (Action <string>)(object) function);
            }
            else
            {
                throw new Exception("事件委托机制不支持该函数类型!");
            }

            SetFunc(unityEvent, eventType, gos, EventParames);
        }
Esempio n. 4
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        /// <summary>
        ///  根据名字获得物体;并且提取事件参数;注意:如果有多个物体,则返回一个数组;
        /// </summary>
        /// <param name="gameObjectName"></param>
        /// <param name="dontDestroy"></param>
        /// <returns></returns>
        public static GameObject[] GetGameObject(string gameObjectName, out EventParames EventParames)
        {
            gameObjectName = gameObjectName.ToLower();

            EventParames = 0;

            if (gameObjectName.Contains(",~destroy"))
            {
                EventParames |= EventParames.DontDestory;

                gameObjectName = gameObjectName.Replace(",~destroy", "");
            }

            if (gameObjectName.Contains(",~order"))
            {
                EventParames |= EventParames.NoOrder;

                gameObjectName = gameObjectName.Replace(",~order", "");
            }

            if (gameObjectName.Contains(",~setpos"))
            {
                EventParames |= EventParames.DontSetTrue;

                gameObjectName = gameObjectName.Replace(",~setpos", "");
            }

            // 返回所有与事件相关的物体;

            string[] gameObjectNames = gameObjectName.Split(',');

            GameObject[] gameObjects = new GameObject[gameObjectNames.Length];

            for (int i = 0; i < gameObjectNames.Length; i++)
            {
                gameObjects[i] = GetGameObject(gameObjectNames[i]);
            }

            return(gameObjects);
        }
        /// <summary>
        ///  为第一个物体设置触发器, 当两个物体相接触,就会执行 Action;
        ///
        ///  要求两个物体都必须要有 Collider;否则,将抛出异常;
        /// </summary>
        /// <param name="go1"></param>
        /// <param name="go2"></param>
        /// <param name="action"></param>
        public static void OnTrigger(this GameObject go1, GameObject go2, Action action, EventParames EventParames = 0)
        {
            if (!go1.GetComponent <Collider>() || !go2.GetComponent <Collider>())
            {
                throw new Exception("缺少Collider!");
            }

            if (action == null)
            {
                throw new Exception("Action 不能为空");
            }

            go1.AddComponent <OnTrigger>().SetAction(go1, go2, action, EventParames);
        }
 public static void OnMouseDoubleClick(this GameObject gameObject, Action <string> action, string parameters,
                                       EventParames EventParames = 0)
 {
     EventManager.SetFunc(EventsType.LeftMouseDoubleClick, new[] { gameObject }, action, parameters, EventParames);
 }
 public static void OnMouseRightUp(this GameObject gameObject, Action <string> action, string parameters,
                                   EventParames EventParames = 0)
 {
     EventManager.SetFunc(EventsType.RightMouseUp, new[] { gameObject }, action, parameters, EventParames);
 }
 public static void OnMouseRightDown(this GameObject gameObject, Action action, EventParames EventParames = 0)
 {
     EventManager.SetFunc(EventsType.RightMouseDown, new[] { gameObject }, action, EventParames);
 }
 public static void OnMouseLeftUp(this GameObject gameObject, Action action, EventParames EventParames = 0)
 {
     EventManager.SetFunc(EventsType.LeftMouseUp, new[] { gameObject }, action, EventParames);
 }
 public static void OnMouseDrag(this GameObject gameObject, GameObject gameObject2, Action <string> function,
                                string parameters, EventParames EventParames = 0)
 {
     EventManager.SetFunc(EventsType.MouseDrag, new[] { gameObject, gameObject2 }, function, parameters, EventParames);
 }
 public static void OnMouseDrag(this GameObject gameObject, GameObject gameObject2, EventParames EventParames = 0)
 {
     EventManager.SetFunc(EventsType.MouseDrag, new[] { gameObject, gameObject2 }, new Action(() => {}), EventParames);
 }
 /// <summary>
 ///  添加鼠标拖拽事件;添加事件完成时的 Action 函数;
 /// </summary>
 /// <param name="gameObject"></param>
 /// <param name="action"></param>
 public static void OnMouseDrag(this GameObject gameObject, Action function, EventParames EventParames = 0)
 {
     EventManager.SetFunc(EventsType.MouseDrag, new[] { gameObject }, function, EventParames);
 }
Esempio n. 13
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        /// <summary>
        ///  对事件的类型进行设置; T 为无参数的委托;
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="eventType"></param>
        /// <param name="gos"></param>
        /// <param name="function"></param>
        /// <param name="eventsManager"></param>
        public static void SetFunc <T>(EventsType eventType, GameObject[] gos, T function, EventParames eventsManager)
            where T : class
        {
            UnityEvent unityEvent = new UnityEvent();

            if (typeof(T) == typeof(Action))
            {
                unityEvent.action = (Action)(object)function;
            }
            else if (typeof(T) == typeof(Func <bool>))
            {
                unityEvent.func = (Func <bool>)(object) function;
            }
            else if (typeof(T) == typeof(Nullable))
            {
                UnityTool.Log("OK……");
            }
            else
            {
                throw new Exception("事件委托机制不支持该函数类型!");
            }

            SetFunc(unityEvent, eventType, gos, eventsManager);
        }
Esempio n. 14
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        /// <summary>
        ///  设置事件类型
        /// </summary>
        /// <param name="unityEvent"></param>
        /// <param name="eventType"></param>
        /// <param name="gos"></param>
        /// <param name="eventsManager"></param>
        private static void SetFunc(UnityEvent unityEvent, EventsType eventType, GameObject[] gos, EventParames EventParames)
        {
            foreach (var go in gos)
            {
                if (!go.GetComponent <Collider>())
                {
                    throw new Exception(go.name + "物体没有碰撞器,不能被检测!");
                }
            }

            unityEvent.go = gos;

            unityEvent.EventType = eventType;

            unityEvent.EventParames = EventParames;

            if ((EventParames & EventParames.NoOrder) != 0)
            {
                // 这里向事件脚本中传递的是 客户端的Action;

                AddEvent(unityEvent, unityEvent.action);

                return;
            }

            eventQueue.Enqueue(unityEvent);

            if (begin)
            {
                NextTool();

                begin = false;
            }
        }
Esempio n. 15
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        /// <summary>
        ///  重写父类的方法,记下初始位置;
        /// </summary>
        /// <param name="go"></param>
        /// <param name="action"></param>
        /// <param name="destroy"></param>
        public override void SetAction(GameObject go, Action action, EventParames EventParames = 0)
        {
            base.SetAction(go, action, EventParames);

            GetPosition();
        }
 /// <summary>
 ///  添加帧监听事件;
 /// </summary>
 /// <param name="gameObject"></param>
 /// <param name="action"></param>
 /// <param name="EventParames"></param>
 public static void OnUpdate(this GameObject gameObject, Action action, EventParames EventParames = 0)
 {
     EventManager.SetFunc(EventsType.OnUpdate, new[] { gameObject }, action, EventParames);
 }