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103 行
3.1 KiB

using System;
using System.Collections;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
public class MenuSelectionHandler : MonoBehaviour
{
[SerializeField] private InputReader _inputReader;
[SerializeField] private GameObject _defaultSelection;
public GameObject _currentSelection;
public GameObject _mouseSelection;
private void OnEnable()
{
_inputReader.MouseMoveMenuEvent += HandleMoveCursor;
_inputReader.MoveSelectionMenuEvent += HandleMoveSelection;
StartCoroutine(SelectDefault());
}
private void OnDisable()
{
_inputReader.MouseMoveMenuEvent -= HandleMoveCursor;
_inputReader.MoveSelectionMenuEvent -= HandleMoveSelection;
}
/// <summary>
/// Highlights the default element
/// </summary>
private IEnumerator SelectDefault()
{
yield return new WaitForSeconds(.03f); // Necessary wait otherwise the highlight won't show up
if (_defaultSelection != null)
EventSystem.current.SetSelectedGameObject(_defaultSelection);
}
/// <summary>
/// Fired by keyboard and gamepad inputs. Current selected UI element will be the ui Element that was selected
/// when the event was fired. The _currentSelection is updated later on, after the EventSystem moves to the
/// desired UI element, the UI element will call into UpdateSelection()
/// </summary>
private void HandleMoveSelection()
{
Cursor.visible = false;
// Handle case where no UI element is selected because mouse left selectable bounds
if (EventSystem.current.currentSelectedGameObject == null)
EventSystem.current.SetSelectedGameObject(_currentSelection);
}
private void HandleMoveCursor()
{
if (_mouseSelection != null)
{
EventSystem.current.SetSelectedGameObject(_mouseSelection);
}
Cursor.visible = true;
}
public void HandleMouseEnter(GameObject uiElement)
{
_mouseSelection = uiElement;
EventSystem.current.SetSelectedGameObject(uiElement);
}
public void HandleMouseExit(GameObject uiElement)
{
if (EventSystem.current.currentSelectedGameObject != uiElement)
return;
// deselect UI element if mouse moves away from it
_mouseSelection = null;
EventSystem.current.SetSelectedGameObject(null);
}
/// <summary>
/// Method interactable UI elements should call on Submit interaction to determine whether to continue or not.
/// </summary>
/// <returns></returns>
public bool AllowsSubmitOccurance()
{
// if LMB is not down, there is no edge case to handle, allow the event to continue
return !_inputReader.LeftMouseDown()
// if we know mouse & keyboard are on different elements, do not allow interaction to continue
|| _mouseSelection != null && _mouseSelection == _currentSelection;
}
/// <summary>
/// Fired by gamepad or keyboard navigation inputs
/// </summary>
/// <param name="uiElement"></param>
public void UpdateSelection(GameObject uiElement) => _currentSelection = uiElement;
// debug
// private void OnGUI()
// {
// GUILayout.Box($"_currentSelection: {(_currentSelection != null ? _currentSelection.name : "null")}");
// GUILayout.Box($"_mouseSelection: {(_mouseSelection != null ? _mouseSelection.name : "null")}");
// }
}