在我们的Unity游戏项目中,GUI的表现采用NGUI。记录一下我们的处理方式:

需要解决的问题

1、需要处理大量按钮的点击事件

2、需要处理界面跳转事件

3、需要处理界面元素更新事件

解决方案

GUIClickEventReceiver

解决按钮点击事件

GUIManager

管理GUI的跳转与更新

具体实现

Inspector选择事件

在编辑器中为按钮选择点击事件

[3D跑酷] UI事件处理系统-LMLPHP[3D跑酷] UI事件处理系统-LMLPHP

事件代码结构

[3D跑酷] UI事件处理系统-LMLPHP

主要逻辑

public void OnClick ()
{
bool playSoundEffect = true;
switch (clickType) {
case ClickType.StartGame:
GameManager.instance.startGame ();
break;
case ClickType.Store:
GUIManager.instance.showGUI (GUIState.Store);
break;
case ClickType.Stats:
GUIManager.instance.showGUI (GUIState.Stats);
break;
case ClickType.DoubleCoinUpgrade:
GameManager.instance.upgradePowerUp (PowerUpTypes.DoubleCoin);
break;
case ClickType.CoinMagnetUpgrade:
GameManager.instance.upgradePowerUp (PowerUpTypes.CoinMagnet);
break;
case ClickType.InvincibilityUpgrade:
GameManager.instance.upgradePowerUp (PowerUpTypes.Invincibility);
break;
case ClickType.AddSpeedUpgrade:
GameManager.instance.upgradePowerUp (PowerUpTypes.AddSpeed);
break;
case ClickType.ProtectionCoverUpgrade:
GameManager.instance.upgradePowerUp(PowerUpTypes.ProtectionCover);
break;
case ClickType.AttackGunUpgrade:
GameManager.instance.upgradePowerUp(PowerUpTypes.AttackGun);
break;
case ClickType.EndGame:
GUIManager.instance.showGUI (GUIState.EndGame);
break;
case ClickType.Restart:
GameManager.instance.restartGame (true);
break;
case ClickType.MainMenu:
GameManager.instance.backToMainMenu (false);
break;
case ClickType.MainMenuRestart:
GameManager.instance.backToMainMenu (true);
break;
case ClickType.Pause:
GameManager.instance.pauseGame (true);
playSoundEffect = false;
break;
case ClickType.Resume:
GameManager.instance.pauseGame (false);
break;
case ClickType.ToggleTutorial:
GameManager.instance.toggleTutorial ();
break;
case ClickType.Missions:
GUIManager.instance.showGUI (GUIState.Missions);
break;
} if (playSoundEffect)
AudioManager.instance.playSoundEffect (SoundEffects.GUITapSoundEffect);
}
04-19 18:20
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