话不多说,先上代码
using System; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI;
public class LTButton : Button { private enum EnumExButtonState { ///
空
None,
/// <summary>鼠标按下</summary>
PointerDown,
/// <summary>鼠标按下</summary>
PointerUp,
/// <summary>单击</summary>
Click,
/// <summary>双击</summary>
DoubleClick,
/// <summary>长按开始</summary>
PressBegin,
/// <summary>长按</summary>
Press,
/// <summary>长按结束</summary>
PressEnd,
}
/// <summary>按钮状态</summary>
private EnumExButtonState mButtonState = EnumExButtonState.None;
/// <summary>鼠标按下时间</summary>
private float mPointerDownTime = 0.0f;
[SerializeField]
private float mDoubleClickInterval = 0.2f;
[SerializeField]
private float mPressBeginTime = 0.3f;
[SerializeField]
private float mPressIntervalTime = 0.2f;
/// <summary>长按缓存时间</summary>
private float mPressCacheTime = 0f;
public Action OnClick { get; set; }
public Action OnDoubleClick { get; set; }
public Action OnPressBegin { get; set; }
public Action OnPress { get; set; }
public Action OnPressEnd { get; set; }
public override void OnPointerDown(PointerEventData eventData)
{
base.OnPointerDown(eventData);
if (OnDoubleClick != null)
{
if (mButtonState == EnumExButtonState.None)
{
mButtonState = EnumExButtonState.PointerDown;
mPointerDownTime = Time.time;
}
else if (mButtonState == EnumExButtonState.PointerUp)
{
if (Time.time - mPointerDownTime < mDoubleClickInterval)
{
mButtonState = EnumExButtonState.DoubleClick;
return;
}
else
{
mButtonState = EnumExButtonState.PointerDown;
mPointerDownTime = Time.time;
}
}
}
if (OnPressBegin != null || OnPress != null || OnPressEnd != null)
{
if (mButtonState != EnumExButtonState.DoubleClick)
{
mButtonState = EnumExButtonState.PointerDown;
mPointerDownTime = Time.time;
}
}
if (OnClick != null)
{
mButtonState = EnumExButtonState.PointerDown;
}
}
public override void OnPointerUp(PointerEventData eventData)
{
base.OnPointerUp(eventData);
if (OnDoubleClick != null)
{
if (mButtonState == EnumExButtonState.PointerDown)
{
mButtonState = EnumExButtonState.PointerUp;
return;
}
else if (mButtonState == EnumExButtonState.DoubleClick)
{
return;
}
}
if (OnPressBegin != null || OnPress != null || OnPressEnd != null)
{
if (mButtonState == EnumExButtonState.Press)
{
mButtonState = EnumExButtonState.PressEnd;
return;
}
}
if (OnClick != null)
{
if (mButtonState == EnumExButtonState.PointerDown)
mButtonState = EnumExButtonState.PointerUp;
}
}
private void Update()
{
ProcessUpdate();
ResponseButtonState();
}
private void ProcessUpdate()
{
if (OnDoubleClick != null) { }
if (OnPressBegin != null || OnPress != null || OnPressEnd != null)
{
if (mButtonState == EnumExButtonState.PointerDown)
{
if (Time.time - mPointerDownTime > mPressBeginTime)
{
mButtonState = EnumExButtonState.PressBegin;
mPressCacheTime = 0f;
return;
}
}
}
if (OnClick != null)
{
if (mButtonState == EnumExButtonState.PointerUp)
{
if (OnDoubleClick != null)
{
if (Time.time - mPointerDownTime > mDoubleClickInterval)
mButtonState = EnumExButtonState.Click;
}
else
{
mButtonState = EnumExButtonState.Click;
}
}
}
}
private void ResponseButtonState()
{
switch (mButtonState)
{
case EnumExButtonState.None:
break;
case EnumExButtonState.Click:
OnClick?.Invoke();
mButtonState = EnumExButtonState.None;
break;
case EnumExButtonState.DoubleClick:
OnDoubleClick?.Invoke();
mButtonState = EnumExButtonState.None;
break;
case EnumExButtonState.PressBegin:
OnPressBegin?.Invoke();
mButtonState = EnumExButtonState.Press;
break;
case EnumExButtonState.Press:
{
mPressCacheTime += Time.deltaTime;
if (mPressCacheTime >= mPressIntervalTime)
{
mPressCacheTime = mPressCacheTime - mPressIntervalTime;
OnPress?.Invoke();
}
break;
}
case EnumExButtonState.PressEnd:
OnPressEnd?.Invoke();
mButtonState = EnumExButtonState.None;
break;
default:
break;
}
}
}
整体思路就是集成子Uibutton组件并重写OnPointerDown事件来实现,代码逻辑简单,可直接使用