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UGUI(二)

流计算Alink 2022-01-31 阅读 47

目录

Toggle

 Input Field

 Slider


Toggle

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class toggle : MonoBehaviour
{

		private Toggle tog;
		void Awake()
		{
			tog = GameObject.FindGameObjectWithTag("toggle").GetComponent<Toggle>();
			tog.onValueChanged.AddListener(onToggleClick1);//toggle的状态变化时就会触发这个事件
		} 
		void onToggleClick1(bool state)
		{
			print(state);
		}
}

 Input Field

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class inputfield : MonoBehaviour
{

		private InputField input1;
		void Awake()
		{
			input1 = transform.GetComponent<InputField>();
			input1.onValueChanged.AddListener(test1);//每输入一个字符执行test1一次
			input1.onEndEdit.AddListener(test2);//按回车时执行test2一次
		}
    
		public void test1(string str)//str是输入框输入的字符
		{
			print(str+"a");
		}
		public void test2(string str)
		{
			print(str + "b");
		}
	
}

 

 Slider

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class sliderr : MonoBehaviour
{
	private Slider slider;
	void Awake()
	{
		slider = transform.GetComponent<Slider>();//获取物体上的Slider脚本
		slider.onValueChanged.AddListener(OnSlider1);//把方法绑定到Slider上
		//想要把方法绑定到Slider上,这个方法必须要有一个float类型的参数,这个参数就是Value值
	}
	/// <summary>
	/// 把OnSlider1方法绑定到slider ,slider的value一变化就执行Onslider1方法
	/// </summary>
	/// <param name="str"></param>
	void OnSlider1(float str)//这个参数就是slider的value值
	{
		print(str);
	}
}
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