关于unity:UGUI注册组件回调函数

用工具类让Button、Toggle等组件更好的增加不带自定义参数和带自定义参数的UnityAction回调。
/// <summary>
    /// 增加按钮点击事件
    /// </summary>
    /// <param name="btn"></param>
    /// <param name="action"></param>
    public static void AddOnClickHandler(this Button btn, UnityAction action)
    {
        if (btn != null)
        {
            btn.onClick.RemoveAllListeners();
            btn.onClick.AddListener(action);
        }
    }
    /// <summary>
    /// 增加带参数的按钮点击事件
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="btn"></param>
    /// <param name="action"></param>
    /// <param name="t"></param>
    public static void AddOnClickHandler<T>(this Button btn, UnityAction<T> action, T t)
    {
        if (btn != null)
        {
            btn.onClick.RemoveAllListeners();
            btn.onClick.AddListener(() =>
            {
                action(t);
            });
        }
    }
    /// <summary>
    /// 增加Toggle值批改事件
    /// </summary>
    /// <param name="tog"></param>
    /// <param name="action"></param>
    public static void AddOnValueChangedHandler(this Toggle tog, UnityAction<bool> action)
    {
        if (tog != null)
        {
            tog.onValueChanged.RemoveAllListeners();
            tog.onValueChanged.AddListener(action);
        }
    }
    /// <summary>
    /// 增加带参数的Toggle值批改事件
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="tog"></param>
    /// <param name="action"></param>
    /// <param name="t"></param>
    public static void AddOnValueChangedHandler<T>(this Toggle tog, UnityAction<bool, T> action, T t)
    {
        if (tog != null)
        {
            tog.onValueChanged.RemoveAllListeners();
            tog.onValueChanged.AddListener(p =>
            {
                action(p, t);
            });
        }
    }
    /// <summary>
    /// 增加Slider值批改事件
    /// </summary>
    /// <param name="slider"></param>
    /// <param name="action"></param>
    public static void AddOnValueChangedHandler(this Slider slider,UnityAction<float> action)
    {
        if (slider != null)
        {
            slider.onValueChanged.RemoveAllListeners();
            slider.onValueChanged.AddListener(action);
        }
    }
    /// <summary>
    /// 增加带参数的Slider值批改事件
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="slider"></param>
    /// <param name="action"></param>
    /// <param name="t"></param>
    public static void AddOnValueChangedHandler<T>(this Slider slider, UnityAction<float, T> action, T t)
    {
        if (slider != null)
        {
            slider.onValueChanged.RemoveAllListeners();
            slider.onValueChanged.AddListener(p =>
            {
                action(p, t);
            });
        }
    }
    /// <summary>
    /// 增加dropdown值批改事件
    /// </summary>
    /// <param name="dropdown"></param>
    /// <param name="action"></param>
    public static void AddOnValueChangedHandler(this Dropdown dropdown, UnityAction<int> action)
    {
        if (dropdown != null)
        {
            dropdown.onValueChanged.RemoveAllListeners();
            dropdown.onValueChanged.AddListener(action);
        }
    }
    /// <summary>
    /// 增加带参数的dropdown值批改事件
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="dropdown"></param>
    /// <param name="action"></param>
    /// <param name="t"></param>
    public static void AddOnValueChangedHandler<T>(this Dropdown dropdown, UnityAction<int, T> action, T t)
    {
        if (dropdown != null)
        {
            dropdown.onValueChanged.RemoveAllListeners();
            dropdown.onValueChanged.AddListener(p =>
            {
                action(p, t);
            });
        }
    }
    /// <summary>
    /// 增加InputField值批改事件
    /// </summary>
    /// <param name="input"></param>
    /// <param name="action"></param>
    public static void AddOnValueChangedHandler(this InputField input, UnityAction<string> action)
    {
        if (input != null)
        {
            input.onValueChanged.RemoveAllListeners();
            input.onValueChanged.AddListener(action);
        }
    }
    /// <summary>
    /// 增加带参数的InputField值的批改事件
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="input"></param>
    /// <param name="action"></param>
    /// <param name="t"></param>
    public static void AddOnValueChangedHandler<T>(this InputField input, UnityAction<string, T> action, T t)
    {
        if (input != null)
        {
            input.onValueChanged.RemoveAllListeners();
            input.onValueChanged.AddListener(p =>
            {
                action(p, t);
            });
        }
    }
    /// <summary>
    /// 增加InputField编辑实现事件
    /// </summary>
    /// <param name="input"></param>
    /// <param name="action"></param>
    public static void AddOnEndEditHandler(this InputField input, UnityAction<string> action)
    {
        if (input != null)
        {
            input.onEndEdit.RemoveAllListeners();
            input.onEndEdit.AddListener(action);
        }
    }
    /// <summary>
    /// 增加带参数的InputField编辑实现事件
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="input"></param>
    /// <param name="action"></param>
    /// <param name="t"></param>
    public static void AddOnEndEditHandler<T>(this InputField input, UnityAction<string, T> action, T t)
    {
        if (input != null)
        {
            input.onEndEdit.RemoveAllListeners();
            input.onEndEdit.AddListener(p =>
            {
                action(p, t);
            });
        }
    }

评论

发表回复

您的邮箱地址不会被公开。 必填项已用 * 标注

这个站点使用 Akismet 来减少垃圾评论。了解你的评论数据如何被处理