在Unity中,避免使用UI事件回调链可以通过以下方法解决:
using UnityEngine;
using UnityEngine.EventSystems;
public class CustomEventSystem : MonoBehaviour
{
public static CustomEventSystem instance;
private void Awake()
{
if (instance == null)
{
instance = this;
}
else
{
Destroy(gameObject);
}
}
public void TriggerEvent(string eventName, GameObject sender)
{
ExecuteEvents.ExecuteHierarchy(sender, null, (handler, eventData) => handler.OnCustomEvent(eventName, sender));
}
}
using UnityEngine;
public class ButtonClickHandler : MonoBehaviour
{
public delegate void ButtonClickedHandler(GameObject button);
public static event ButtonClickedHandler OnButtonClicked;
public void OnClick()
{
if (OnButtonClicked != null)
{
OnButtonClicked(gameObject);
}
}
}
using UnityEngine;
public class ButtonClickHandler : MonoBehaviour
{
public void OnClick()
{
SendMessage("OnButtonClicked", gameObject, SendMessageOptions.RequireReceiver);
}
}
public class OtherScript : MonoBehaviour
{
private void OnButtonClicked(GameObject button)
{
// 处理按钮点击事件
}
}
通过使用以上方法,可以有效地避免使用Unity UI事件回调链,提高代码的可维护性和可扩展性。