运行 按住按钮时的代码

Run code when button is held down

我是 unity 和构建游戏的新手,我使用 2 个按钮(IncreaseButton、DecreaseButton)我遇到的问题是按钮回调函数只调用一次,当用户点击按钮时而不是当按钮被按住。如何让按钮在按住时重复调用?

代码

    public void IncreaseBPM()
{
    if (speed < 12) 
    {
        speed += 0.05f;
        bpmText.GetComponent<BeatTextControl> ().beats += 1;
        PlayerPrefs.SetFloat ("savedBPM", speed);
    }
}

public void DecreaseBPM()
{
    if (speed > 1.5)
    {
        speed -= 0.05f;
        bpmText.GetComponent<BeatTextControl> ().beats -= 1;
        PlayerPrefs.SetFloat ("savedBPM", speed);
    }
}

Unity 的 Button 组件 没有 内置此功能。您必须使用 Image 组件推出自己的 [=12] =].实现 IPointerDownHandlerIPointerUpHandler 接口,然后覆盖 OnPointerDownOnPointerUp 函数。

调用OnPointerDown时,使用struct将点击object/volumeImage和当前点击pointerId存储在[=23] =]. 然后,您可以检查在 Update 函数中单击了哪个 Image

如果 OnPointerUp 被调用,你必须检查哪个 pointerId 被释放,然后检查 pointerId 是否存在于 List 中,如果存在则将其删除.

我已经开始这样做了。以下是您问题中的新脚本:

public class ButtonTest : MonoBehaviour
{
    // Use this for initialization
    void Start()
    {
        //Register to Button events
        ButtonDownRelease.OnButtonActionChanged += ButtonActionChange;
        Debug.Log("Registered!");
    }

    // Update is called once per frame
    void Update()
    {

    }

    //Un-Register to Button events
    void OnDisable()
    {
        ButtonDownRelease.OnButtonActionChanged -= ButtonActionChange;
    }


    //Will be called when there is a Button action
    void ButtonActionChange(ButtonAction buttonAction)
    {
        //Check for held down
        if (buttonAction == ButtonAction.DecreaseButtonDown)
        {
            Debug.Log("Decrease Button held Down!");
            DecreaseBPM();
        }

        if (buttonAction == ButtonAction.IncreaseButtonDown)
        {
            Debug.Log("Increase Button held Down!");
            IncreaseBPM();
        }

        //Check for release
        if (buttonAction == ButtonAction.DecreaseButtonUp)
        {
            Debug.Log("Decrease Button Released!");
        }

        if (buttonAction == ButtonAction.IncreaseButtonUp)
        {
            Debug.Log("Increase Button Released!");
        }
    }

    private void IncreaseBPM()
    {
        if (TempoController.GetComponent<Pendulum>().speed < 12)
        {
            TempoController.GetComponent<Pendulum>().speed += 0.05f;
        }
    }

    private void DecreaseBPM()
    {
        if (TempoController.GetComponent<Pendulum>().speed > 1.5)
        {
            TempoController.GetComponent<Pendulum>().speed -= 0.05f;
        }
    }
}

仔细阅读.

创建一个名为 ButtonDownRelease 的新脚本,然后将下面的代码放入其中。将 ButtonDownRelease 脚本附加到 Canvas Canvas,它是 Images/Buttons UI 游戏对象的父级。创建两个 Images(增加和减少)。创建两个名为 increasedecreasetags 然后将两个 Images 放在右边 tag.

注意

如果您不想使用 Image 组件,您仍然可以使用 Button 而不是 Image 来完成这项工作。只需 select 每个 Button 并将标签更改为 increasedecrease,然后 select 每个 [=12= 下的 Text 组件] 并更改他们的标签 increasedecrease如果要在此脚本中使用 Button 组件 ,则还必须更改 ButtonText 标签。此外,您必须将 ButtonDownRelease 附加到每个 Button,而不是像 Image 组件那样附加到 Canvas

您的 ButtonDownRelease 脚本:

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

public class ButtonDownRelease : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
    List<ButtonInfo> buttonInfo = new List<ButtonInfo>();

    public delegate void ButtonActionChange(ButtonAction buttonAction);
    public static event ButtonActionChange OnButtonActionChanged;

    // Update is called once per frame
    void Update()
    {
        //Send Held Button Down events
        for (int i = 0; i < buttonInfo.Count; i++)
        {
            if (buttonInfo[i].buttonPresed == ButtonAction.DecreaseButtonDown)
            {
                dispatchEvent(ButtonAction.DecreaseButtonDown);
            }

            else if (buttonInfo[i].buttonPresed == ButtonAction.IncreaseButtonDown)
            {
                dispatchEvent(ButtonAction.IncreaseButtonDown);
            }
        }
    }

    void dispatchEvent(ButtonAction btAction)
    {
        if (OnButtonActionChanged != null)
        {
            OnButtonActionChanged(btAction);
        }
    }

    public void OnPointerDown(PointerEventData eventData)
    {
        //Debug.Log("Button Down!");
        ButtonInfo bInfo = new ButtonInfo();
        bInfo.uniqueId = eventData.pointerId;
        if (eventData.pointerCurrentRaycast.gameObject.CompareTag("increase"))
        {
            bInfo.buttonPresed = ButtonAction.IncreaseButtonDown;
            addButton(bInfo);
        }
        else if (eventData.pointerCurrentRaycast.gameObject.CompareTag("decrease"))
        {
            bInfo.buttonPresed = ButtonAction.DecreaseButtonDown;
            addButton(bInfo);
        }
    }

    public void OnPointerUp(PointerEventData eventData)
    {
        //Debug.Log("Button Down!" + eventData.pointerCurrentRaycast);
        removeButton(eventData.pointerId);
    }

    void addButton(ButtonInfo bInfo)
    {
        buttonInfo.Add(bInfo);
    }

    void removeButton(int unqID)
    {
        for (int i = 0; i < buttonInfo.Count; i++)
        {
            if (unqID == buttonInfo[i].uniqueId)
            {
                //Send Release Button Up events
                if (buttonInfo[i].buttonPresed == ButtonAction.DecreaseButtonDown)
                {
                    dispatchEvent(ButtonAction.DecreaseButtonUp);
                }

                else if (buttonInfo[i].buttonPresed == ButtonAction.IncreaseButtonDown)
                {
                    dispatchEvent(ButtonAction.IncreaseButtonUp);
                }
                buttonInfo.RemoveAt(i);
            }
        }

    }

    public struct ButtonInfo
    {
        public int uniqueId;
        public ButtonAction buttonPresed;
    }
}

public enum ButtonAction
{
    None,
    IncreaseButtonDown, IncreaseButtonUp,
    DecreaseButtonDown, DecreaseButtonUp
}

最后,如果您仅使用 boolean 个变量来执行此操作,您将 运行 遇到问题。这需要像此答案中提供的脚本一样使用 pointerId 来完成,以避免移动设备上的错误。这个错误的一个很好的例子是当你点击一个 Image 然后在另一个游戏对象上释放手指时,你的布尔逻辑会 break 因为 OnPointerUp 不会叫。在移动设备上使用多点触控也会导致问题。

好的,首先你创建 2 个布尔值:

bool increase = false;
bool decrease = false;

然后在函数中设置它们

public void WhenButtonClicked()
    { increase = true; }
public void WhenOtherButtonClicked()
    { decrease = true; }

然后在您检查的同一文件内的更新功能中:

Void update(){
   If(increase){ IncreaseBPM(); }
   Else if(decrease){ DecreaseBPM(); } 
}

关于何时释放按钮,我找到了一个简单的答案: http://answers.unity3d.com/questions/843319/46-gui-button-onrelease.html

Add an Event Trigger component to your button (In the event menu). From there you can add a listener for OnPointerUp. Treat it just the same as OnClick.

并创建另外 2 个将增加和减少设置为 false 的函数!