class in UnityEngine.EventSystems
/
Hereda de:MonoBehaviour
Implementa interfaces:IBeginDragHandler, ICancelHandler, IDeselectHandler, IDragHandler, IDropHandler, IEndDragHandler, IEventSystemHandler, IInitializePotentialDragHandler, IMoveHandler, IPointerClickHandler, IPointerDownHandler, IPointerEnterHandler, IPointerExitHandler, IPointerUpHandler, IScrollHandler, ISelectHandler, ISubmitHandler, IUpdateSelectedHandler
Receives events from the EventSystem and calls registered functions for each event.
The EventTrigger can be used to specify functions you wish to be called for each EventSystem event.
You can assign multiple functions to a single event and whenever the EventTrigger receives that event it will call those functions in the order they were provided.
NOTE: Attaching this component to a GameObject will make that object intercept ALL events, and no events will propagate to parent objects.
There are two ways to intercept events: You could extend EventTrigger, and override the functions for the events you are interested in intercepting; as shown in this example:
using UnityEngine; using UnityEngine.EventSystems;
public class EventTriggerExample : EventTrigger { public override void OnBeginDrag( PointerEventData data ) { Debug.Log( "OnBeginDrag called." ); }
public override void OnCancel( BaseEventData data ) { Debug.Log( "OnCancel called." ); }
public override void OnDeselect( BaseEventData data ) { Debug.Log( "OnDeselect called." ); }
public override void OnDrag( PointerEventData data ) { Debug.Log( "OnDrag called." ); }
public override void OnDrop( PointerEventData data ) { Debug.Log( "OnDrop called." ); }
public override void OnEndDrag( PointerEventData data ) { Debug.Log( "OnEndDrag called." ); }
public override void OnInitializePotentialDrag( PointerEventData data ) { Debug.Log( "OnInitializePotentialDrag called." ); }
public override void OnMove( AxisEventData data ) { Debug.Log( "OnMove called." ); }
public override void OnPointerClick( PointerEventData data ) { Debug.Log( "OnPointerClick called." ); }
public override void OnPointerDown( PointerEventData data ) { Debug.Log( "OnPointerDown called." ); }
public override void OnPointerEnter( PointerEventData data ) { Debug.Log( "OnPointerEnter called." ); }
public override void OnPointerExit( PointerEventData data ) { Debug.Log( "OnPointerExit called." ); }
public override void OnPointerUp( PointerEventData data ) { Debug.Log( "OnPointerUp called." ); }
public override void OnScroll( PointerEventData data ) { Debug.Log( "OnScroll called." ); }
public override void OnSelect( BaseEventData data ) { Debug.Log( "OnSelect called." ); }
public override void OnSubmit( BaseEventData data ) { Debug.Log( "OnSubmit called." ); }
public override void OnUpdateSelected( BaseEventData data ) { Debug.Log( "OnUpdateSelected called." ); } }
...or you can specify individual delegates:
no example available in JavaScript
using UnityEngine; using UnityEngine.EventSystems;
public class EventTriggerDelegateExample : MonoBehaviour { void Start( ) { EventTrigger trigger = GetComponent<EventTrigger>( ); EventTrigger.Entry entry = new EventTrigger.Entry( ); entry.eventID = EventTriggerType.PointerDown; entry.callback.AddListener( ( data ) => { OnPointerDownDelegate( (PointerEventData)data ); } ); trigger.triggers.Add( entry ); }
public void OnPointerDownDelegate( PointerEventData data ) { Debug.Log( "OnPointerDownDelegate called." ); } }
triggers | Todas las funciones registradas en este EventTrigger. |
OnBeginDrag | Called before a drag is started. |
OnCancel | Called by the EventSystem when a Cancel event occurs. |
OnDeselect | Called by the EventSystem when a new object is being selected. |
OnDrag | Called by the EventSystem every time the pointer is moved during dragging. |
OnDrop | Called by the EventSystem when an object accepts a drop. |
OnEndDrag | Called by the EventSystem once dragging ends. |
OnInitializePotentialDrag | Called by the EventSystem when a drag has been found, but before it is valid to begin the drag. |
OnMove | Called by the EventSystem when a Move event occurs. |
OnPointerClick | Called by the EventSystem when a Click event occurs. |
OnPointerDown | Called by the EventSystem when a PointerDown event occurs. |
OnPointerEnter | Called by the EventSystem when the pointer enters the object associated with this EventTrigger. |
OnPointerExit | Called by the EventSystem when the pointer exits the object associated with this EventTrigger. |
OnPointerUp | Called by the EventSystem when a PointerUp event occurs. |
OnScroll | Called by the EventSystem when a Scroll event occurs. |
OnSelect | Called by the EventSystem when a Select event occurs. |
OnSubmit | Called by the EventSystem when a Submit event occurs. |
OnUpdateSelected | Called by the EventSystem when the object associated with this EventTrigger is updated. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Has the Behaviour had enabled called. |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
tag | El tag de este game object. |
transform | The Transform attached to this GameObject (null if there is none attached). |
useGUILayout | Disabling this lets you skip the GUI layout phase. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | El nombre del objeto. |
BroadcastMessage | Llama al método denominado methodName de todos los MonoBehaviour en este game objecto en cualquiera de sus hijos. |
CompareTag | ¿Este game object está etiquetado con tag? |
GetComponent | Devuelve un componente de tipo type si el game object tiene a alguno adjuntado, o null si no lo tiene. |
GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
SendMessage | Llama al método denominado methodName en cada MonoBehaviour de este game object. |
SendMessageUpwards | Llama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour. |
CancelInvoke | Cancels all Invoke calls on this MonoBehaviour. |
Invoke | Invokes the method methodName in time seconds. |
InvokeRepeating | Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. |
IsInvoking | Is any invoke on methodName pending? |
StartCoroutine | Starts a coroutine. |
StopAllCoroutines | Stops all coroutines running on this behaviour. |
StopCoroutine | Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Devuelve el nombre del objeto. |
Logs message to the Unity Console (identical to Debug.Log). | |
Destroy | Elimina un gameobject, componente o asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
Instantiate | Devuelve el nombre del objeto. |
bool | ¿Existe el objeto? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |
Awake | Awake is called when the script instance is being loaded. |
FixedUpdate | This function is called every fixed framerate frame, if the MonoBehaviour is enabled. |
LateUpdate | LateUpdate is called every frame, if the Behaviour is enabled. |
OnAnimatorIK | Callback for setting up animation IK (inverse kinematics). |
OnAnimatorMove | Callback for processing animation movements for modifying root motion. |
OnApplicationFocus | Sent to all game objects when the player gets or loses focus. |
OnApplicationPause | Sent to all game objects when the player pauses. |
OnApplicationQuit | Sent to all game objects before the application is quit. |
OnAudioFilterRead | If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain. |
OnBecameInvisible | OnBecameInvisible is called when the renderer is no longer visible by any camera. |
OnBecameVisible | OnBecameVisible is called when the renderer became visible by any camera. |
OnCollisionEnter | OnCollisionEnter se llama cuando el Collider o Rigidbody entra en contacto con otro Collider o Rigidbody. |
OnCollisionEnter2D | Sent when an incoming collider makes contact with this object's collider (2D physics only). |
OnCollisionExit | OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. |
OnCollisionExit2D | Sent when a collider on another object stops touching this object's collider (2D physics only). |
OnCollisionStay | OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. |
OnCollisionStay2D | Sent each frame where a collider on another object is touching this object's collider (2D physics only). |
OnConnectedToServer | Called on the client when you have successfully connected to a server. |
OnControllerColliderHit | OnControllerColliderHit is called when the controller hits a collider while performing a Move. |
OnDestroy | This function is called when the MonoBehaviour will be destroyed. |
OnDisable | This function is called when the behaviour becomes disabled () or inactive. |
OnDisconnectedFromServer | Called on the client when the connection was lost or you disconnected from the server. |
OnDrawGizmos | Implement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn. |
OnDrawGizmosSelected | Implement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected. |
OnEnable | This function is called when the object becomes enabled and active. |
OnFailedToConnect | Called on the client when a connection attempt fails for some reason. |
OnFailedToConnectToMasterServer | Called on clients or servers when there is a problem connecting to the MasterServer. |
OnGUI | OnGUI is called for rendering and handling GUI events. |
OnJointBreak | Called when a joint attached to the same game object broke. |
OnJointBreak2D | Called when a Joint2D attached to the same game object breaks. |
OnLevelWasLoaded | This function is called after a new level was loaded. |
OnMasterServerEvent | Called on clients or servers when reporting events from the MasterServer. |
OnMouseDown | OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider. |
OnMouseDrag | OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse. |
OnMouseEnter | Called when the mouse enters the GUIElement or Collider. |
OnMouseExit | Called when the mouse is not any longer over the GUIElement or Collider. |
OnMouseOver | Called every frame while the mouse is over the GUIElement or Collider. |
OnMouseUp | OnMouseUp is called when the user has released the mouse button. |
OnMouseUpAsButton | OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed. |
OnNetworkInstantiate | Called on objects which have been network instantiated with Network.Instantiate. |
OnParticleCollision | OnParticleCollision is called when a particle hits a collider. |
OnPlayerConnected | Called on the server whenever a new player has successfully connected. |
OnPlayerDisconnected | Called on the server whenever a player disconnected from the server. |
OnPostRender | OnPostRender is called after a camera finished rendering the scene. |
OnPreCull | OnPreCull is called before a camera culls the scene. |
OnPreRender | OnPreRender se llama antes de que la cámara comience a renderizar la escena. |
OnRenderImage | OnRenderImage is called after all rendering is complete to render image. |
OnRenderObject | OnRenderObject is called after camera has rendered the scene. |
OnSerializeNetworkView | Used to customize synchronization of variables in a script watched by a network view. |
OnServerInitialized | Called on the server whenever a Network.InitializeServer was invoked and has completed. |
OnTransformChildrenChanged | This function is called when the list of children of the transform of the GameObject has changed. |
OnTransformParentChanged | This function is called when the parent property of the transform of the GameObject has changed. |
OnTriggerEnter | OnTriggerEnter is called when the Collider other enters the trigger. |
OnTriggerEnter2D | Sent when another object enters a trigger collider attached to this object (2D physics only). |
OnTriggerExit | OnTriggerExit is called when the Collider other has stopped touching the trigger. |
OnTriggerExit2D | Sent when another object leaves a trigger collider attached to this object (2D physics only). |
OnTriggerStay | OnTriggerStay is called once per frame for every Collider other that is touching the trigger. |
OnTriggerStay2D | Sent each frame where another object is within a trigger collider attached to this object (2D physics only). |
OnValidate | This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only). |
OnWillRenderObject | OnWillRenderObject is called once for each camera if the object is visible. |
Reset | Reset to default values. |
Start | Start is called on the frame when a script is enabled just before any of the Update methods is called the first time. |
Update | Update is called every frame, if the MonoBehaviour is enabled. |