AddListener 到 LibGdx Scene2d 中 actor 的特定位置

AddListener to a specific position of an actor in LibGdx Scene2d

我有这个 actor HintsWindow,它包含 3 个 TextureRegions(背景、取消、继续)。

public class HintsWindow extends Actor {

    TextureRegion bg;
    TextureRegion cancel;
    TextureRegion proceed;

    public HintsWindow() {
        bg = new TextureRegion(Gdx.files.internal("background.png"));
        cancel = new TextureRegion(Gdx.files.internal("cancel.png"));
        proceed = new TextureRegion(Gdx.files.internal("proceed.png"));
     }

    @Override
    public void draw(Batch batch, float parentAlpha) {
        Color color = getColor();
        batch.setColor(color.r, color.g, color.b, color.a * parentAlpha);
        batch.draw(bg, 171.031f, 484.090f);
        batch.draw(cancel, 234.837f, 542.926f);
        batch.draw(proceed, 407.900f, 542.926f);
    }
}

Drawing TextureRegions 工作正常,但这是我的问题:

是否可以将 addListener 不添加到整个 actor,而是取消并继续,以便它们像按钮一样工作?

类似的东西:

addListener(new ClickListener() {
    @Override
    public void clicked(InputEvent event, float x, float y) {
        // if proceed pressed --> do something
        // else if cancel pressed --> addAction(Actions.fadeOut(1.0f));
    }
});

您可以让 HintsWindow 包含 Actors 而不是 TextureRegions。 将它们更改为图像。

    public class HintsWindow extends Actor {

    Image bg;
    Image cancel;
    Image proceed;

    public HintsWindow() {
        bg = new Image(new TextureRegion(Gdx.files.internal("background.png")));
        cancel = new Image(new TextureRegion(Gdx.files.internal("cancel.png")));
        proceed = new Image(new TextureRegion(Gdx.files.internal("proceed.png")));

        // here you can add listener
        cancel.addListener(new ClickListener() {
           @Override
           public void clicked(InputEvent event, float x, float y) {
             // if proceed pressed --> do something
             // else if cancel pressed --> addAction(Actions.fadeOut(1.0f));
    }
});
     }

    @Override
    public void draw(Batch batch, float parentAlpha) {
        Color color = getColor();
        color.set(color.r, color.g, color.b, color.a * parentAlpha);
        bg.setColor(color);
        cancel.setColor(color);
        proceed.setColor(color);
    }
}