説明

イベントシステムからイベントを受け取ったり、各イベントに登録された関数を呼び出します。

EventTrigger はあなたが望むようにさまざまな EventSystem イベントの関数を指定することができます。 単一のイベントに複数の機能を割り当てることができますし、EventTrigger イベントを受信するたびに、提供された順序でこれらの関数を呼び出します。

注:ゲームオブジェクトにこのコンポーネントを添付すると、すべてのイベントを遮断し、イベントは親のオブジェクトにまったく伝わりません。

イベントを遮断するには 2つの方法があります。1つめは EventTrigger を継承して、遮断したいイベントのために関数をオーバーライドする方法です。

2 つめは、個々のデリゲートを指定する方法です。

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." ); } }
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." ); } }

変数

triggersこのイベントトリガーに登録されているすべての関数

Public 関数

OnBeginDragドラッグが始まる前に呼び出されます。
OnCancelCancel イベントが発生すると、EventSystem に呼び出されます。
OnDeselect新しオブジェクトが選択されると、EventSystem に呼び出されます。
OnDragドラッグする間にポインターが移動するたびに、EventSystem に呼び出されます。
OnDropオブジェクトがドロップを取得すると、EventSystem に呼び出されます。
OnEndDragドラッグが終了すると、EventSystem に呼び出されます。
OnInitializePotentialDragドラッグが感知された時ではなく、ドラッグ開始が有効になる前に BaseInputModule は呼び出されます。
OnMoveMove イベントが発生すると、EventSystem に呼び出されます。
OnPointerClickClick イベントが発生すると、EventSystem に呼び出されます。
OnPointerDownPointerDown イベントが発生すると、EventSystem に呼び出されます。
OnPointerEnterポインターがこの EventTrigger に関連したオブジェクトに入るとき、EventSystem に呼び出されます。
OnPointerExitポインターがこの EventTrigger に関連したオブジェクトを出るとき、EventSystem に呼び出されます。
OnPointerUpPointerUp イベントが発生すると、EventSystem に呼び出されます。
OnScrollScroll イベントが発生すると、EventSystem に呼び出されます。
OnSelectSelect イベントが発生すると、EventSystem に呼び出されます。
OnSubmitSubmit イベントが発生すると、EventSystem に呼び出されます。
OnUpdateSelectedこの EventTrigger に関連するオブジェクトが更新されると、EventSystem に呼び出されます。

継承メンバー

変数

enabled有効であれば更新され、無効であれば更新されません。
isActiveAndEnabledBehaviour が有効かどうか
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject (null if there is none attached).
useGUILayoutDisabling this lets you skip the GUI layout phase.
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Public 関数

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentゲームオブジェクトに type がアタッチされている場合は type のタイプを使用してコンポーネントを返します。ない場合は null です
GetComponentInChildren GameObject や深さ優先探索を活用して、親子関係にある子オブジェクトから type のタイプのコンポーネントを取得します。
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
CancelInvokeすべての Invoke をキャンセルします
Invoke設定した時間(単位は秒)にメソッドを呼び出します
InvokeRepeating設定した時間(単位は秒)にメソッドを呼び出し、repeatRate 秒ごとにリピートします
IsInvokingメソッドの呼出が保留中かどうか
StartCoroutineコルーチンを開始します
StopAllCoroutinesStops all coroutines running on this behaviour.
StopCoroutineStops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.

Static 関数

printLogs message to the Unity Console (identical to Debug.Log).
Destroyゲームオブジェクトやコンポーネント、アセットを削除します
DestroyImmediateDestroys the object obj immediately.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateReturns a copy of the object original.

Operator

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

メッセージ

AwakeAwake is called when the script instance is being loaded.
FixedUpdateThis function is called every fixed framerate frame, if the MonoBehaviour is enabled.
LateUpdateLateUpdate is called every frame, if the Behaviour is enabled.
OnAnimatorIKCallback for setting up animation IK (inverse kinematics).
OnAnimatorMoveCallback for processing animation movements for modifying root motion.
OnApplicationFocusSent to all GameObjects when the player gets or loses focus.
OnApplicationPauseSent to all GameObjects when the application pauses.
OnApplicationQuitSent to all game objects before the application is quit.
OnAudioFilterReadIf OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain.
OnBecameInvisibleOnBecameInvisible is called when the renderer is no longer visible by any camera.
OnBecameVisibleOnBecameVisible is called when the renderer became visible by any camera.
OnCollisionEnterOnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
OnCollisionEnter2DSent when an incoming collider makes contact with this object's collider (2D physics only).
OnCollisionExitOnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
OnCollisionExit2DSent when a collider on another object stops touching this object's collider (2D physics only).
OnCollisionStayOnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
OnCollisionStay2DSent each frame where a collider on another object is touching this object's collider (2D physics only).
OnConnectedToServerCalled on the client when you have successfully connected to a server.
OnControllerColliderHitOnControllerColliderHit is called when the controller hits a collider while performing a Move.
OnDestroyThis function is called when the MonoBehaviour will be destroyed.
OnDisableThis function is called when the behaviour becomes disabled () or inactive.
OnDisconnectedFromServerCalled on the client when the connection was lost or you disconnected from the server.
OnDrawGizmosImplement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn.
OnDrawGizmosSelectedImplement OnDrawGizmosSelected to draw a gizmo if the object is selected.
OnEnableThis function is called when the object becomes enabled and active.
OnFailedToConnectCalled on the client when a connection attempt fails for some reason.
OnFailedToConnectToMasterServerCalled on clients or servers when there is a problem connecting to the MasterServer.
OnGUIOnGUI is called for rendering and handling GUI events.
OnJointBreakCalled when a joint attached to the same game object broke.
OnJointBreak2DCalled when a Joint2D attached to the same game object breaks.
OnMasterServerEventCalled on clients or servers when reporting events from the MasterServer.
OnMouseDownOnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider.
OnMouseDragOnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse.
OnMouseEnterCalled when the mouse enters the GUIElement or Collider.
OnMouseExitCalled when the mouse is not any longer over the GUIElement or Collider.
OnMouseOverCalled every frame while the mouse is over the GUIElement or Collider.
OnMouseUpOnMouseUp is called when the user has released the mouse button.
OnMouseUpAsButtonOnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed.
OnNetworkInstantiateCalled on objects which have been network instantiated with Network.Instantiate.
OnParticleCollisionOnParticleCollision is called when a particle hits a Collider.
OnParticleTriggerOnParticleTrigger is called when any particles in a particle system meet the conditions in the trigger module.
OnPlayerConnectedCalled on the server whenever a new player has successfully connected.
OnPlayerDisconnectedCalled on the server whenever a player disconnected from the server.
OnPostRenderOnPostRender is called after a camera finished rendering the scene.
OnPreCullOnPreCull is called before a camera culls the scene.
OnPreRenderOnPreRender is called before a camera starts rendering the scene.
OnRenderImageOnRenderImage is called after all rendering is complete to render image.
OnRenderObjectOnRenderObject is called after camera has rendered the scene.
OnSerializeNetworkViewUsed to customize synchronization of variables in a script watched by a network view.
OnServerInitializedCalled on the server whenever a Network.InitializeServer was invoked and has completed.
OnTransformChildrenChangedThis function is called when the list of children of the transform of the GameObject has changed.
OnTransformParentChangedThis function is called when the parent property of the transform of the GameObject has changed.
OnTriggerEnterOnTriggerEnter is called when the Collider other enters the trigger.
OnTriggerEnter2DSent when another object enters a trigger collider attached to this object (2D physics only).
OnTriggerExitOnTriggerExit is called when the Collider other has stopped touching the trigger.
OnTriggerExit2DSent when another object leaves a trigger collider attached to this object (2D physics only).
OnTriggerStayOnTriggerStay is called once per frame for every Collider other that is touching the trigger.
OnTriggerStay2DSent each frame where another object is within a trigger collider attached to this object (2D physics only).
OnValidateThis function is called when the script is loaded or a value is changed in the inspector (Called in the editor only).
OnWillRenderObjectOnWillRenderObject is called for each camera if the object is visible.
ResetReset to default values.
StartStart is called on the frame when a script is enabled just before any of the Update methods is called the first time.
UpdateUpdate is called every frame, if the MonoBehaviour is enabled.