EventTrigger相信大家都会写,就和下面的东西一样样的。 ---- <EventTrigger RoutedEvent="Mouse.MouseEnter"> <EventTrigger.Actions> 那么EventTrigger是怎么实现这一功能的呢? 中Actions集合的每一个TriggerAction得到执行 EventTrigger进化史 文章在之前本应该结束的,但是EventTrigger这个家伙的故事貌似并没有这么简单 执行Actions的实际上是调用它的 类,可以通过EventTrigger触发Command的CanExecute和Execute 他的TriggerAction传入触发事件的EventArgs作为参数 A:哇,从此可以通过EventTrigger
使用OnPointerXXX有两种方式,一种是实现IPointerXXXHandler接口,另一种就是利用EventTrigger添加回调事件。 如下: EventTrigger trigger = compareBtn.GetComponent<EventTrigger>(); EventTrigger.Entry entry = new EventTrigger.Entry(); entry.eventID = EventTriggerType.PointerDown; entry.callback.AddListener OnPointerDownDelegate((PointerEventData)data); }); trigger.triggers.Add(entry); EventTrigger.Entry entry2 = new EventTrigger.Entry(); entry2.eventID = EventTriggerType.PointerUp; entry2
entry=null; EventTrigger eventTrigger = @object.GetComponent<EventTrigger>(); if (eventTrigger == null) { @object.AddComponent<EventTrigger>(); eventTrigger = @object.GetComponent<EventTrigger>(); } foreach (EventTrigger.Entry >()) { EventTrigger eventTrigger = @object.GetComponent<EventTrigger >(); foreach (EventTrigger.Entry _entry in eventTrigger.triggers) {
前言 触发器用五种 Triggers MultiTriggers EventTrigger DataTrigger MultiDataTrigger Triggers 根据组件属性的值变化触发 <Style.Triggers ></Setter> </MultiTrigger> </Style.Triggers> EventTrigger 根据事件触发 <Style TargetType="ListBoxItem"> RoutedEvent="Mouse.MouseEnter"> <EventTrigger.Actions> <BeginStoryboard> > </EventTrigger> <EventTrigger RoutedEvent="Mouse.MouseLeave"> <EventTrigger.Actions > </EventTrigger> </Style.Triggers> </Style> DataTrigger 绑定的值变化时触发 <Image x:Name="topimage
:GameObject):EventTrigger { var trigger:EventTrigger = go.getComponent(EventTrigger) as EventTrigger; if (null == trigger) { trigger = EventTrigger(go.addComponent (EventTrigger)); } return trigger; } } /* * * 在EventTrigger的原型链上定义AddEventListener action:UnityAction_Of_BaseEventData):void { /** * EventTrigger有一个嵌套内部类 UnityEngine.EventSystems.EventTrigger.Entry */ var entry:EventTrigger_Entry = new EventTrigger_Entry(); entry.eventID =
WPFtrigger的主要类型有:Trigger、MultiTrigger、DataTrigger、MultiDataTrigger、EventTrigger几种。 鼠标划入长度变长 鼠标移出 长度变短 <CheckBox Content="Style <em>EventTrigger</em> " Width="70" HorizontalAlignment="Left"> > </EventTrigger> <EventTrigger RoutedEvent="Mouse.MouseLeave "> <EventTrigger.Actions> <BeginStoryboard > </EventTrigger> </Style.Triggers> </Style>
public UnityEvent longGazeEvent; private void Awake() { myEventTrigger = GetComponent<EventTrigger gameObject.AddComponent<EventTrigger>(); } private void Start() { EventTrigger.Entry entryEnter = new EventTrigger.Entry { eventID = EventTriggerType.PointerEnter, callback = new EventTrigger.TriggerEvent() }; entryEnter.callback.AddListener(PointerEnter ); myEventTrigger.triggers.Add(entryEnter); EventTrigger.Entry entryExit = new EventTrigger.Entry
; }); } 任何UI物体添加点击事件 第一种方法,指定具体的事件 specify individual delegates private EventTrigger eventTrigger ; void Awake () { //button = GetComponent<Button>(); eventTrigger = gameObject.AddComponent <EventTrigger>(); } private void Start() { RegisterEvent2(); } private void RegisterEvent () { EventTrigger.Entry entry = new EventTrigger.Entry(); entry.eventID = EventTriggerType.PointerDown (entry); } 第二种方法重写EventTrigger You could extend EventTrigger, and override the functions for the
</Border> <ControlTemplate.Triggers> <EventTrigger > <EventTrigger RoutedEvent="MouseEnter" SourceName="PART_VerticalScrollBar"> > <EventTrigger RoutedEvent="MouseLeave" SourceName="PART_VerticalScrollBar"> > <EventTrigger RoutedEvent="MouseEnter" SourceName="PART_HorizontalScrollBar > <EventTrigger RoutedEvent="MouseLeave" SourceName="PART_HorizontalScrollBar
null; } public void ButtonOnClickEvent() { m_Text.text = "鼠标点击"; } } 四、通过 EventTrigger using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; [RequireComponent(typeof(EventTrigger Text m_Text; void Start() { Button btn = transform.GetComponent<Button>(); EventTrigger trigger = btn.gameObject.GetComponent<EventTrigger>(); EventTrigger.Entry entry = new EventTrigger.Entry using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; [RequireComponent(typeof(EventTrigger
Ignorable="d" Title="MainWindow" Height="450" Width="800"> <i:Interaction.Triggers> <i:EventTrigger <TextBlock Text="文本" Tag="Text"> <i:Interaction.Triggers> <i:EventTrigger RelativeSource={RelativeSource Mode=FindAncestor, AncestorType=TextBlock}}"/> </i:EventTrigger RelativeSource={RelativeSource Mode=FindAncestor, AncestorType=TextBlock}}"/> </i:EventTrigger Grid.Column="1" AllowDrop="True" Background="White"> <i:Interaction.Triggers> <i:EventTrigger
="MeasurePolyline"> <i:Interaction.Triggers> <i:EventTrigger "ZoomToFullExtent"> <i:Interaction.Triggers> <i:EventTrigger LayerID="MyFeatureLayer" TargetName="MyMap"/> </i:EventTrigger " Content="Toogle"> <i:Interaction.Triggers> <i:EventTrigger ="MyMap"> </esri:ToggleLayerAction> </i:EventTrigger
DoubleAnimationUsingKeyFrames> </Storyboard> </Window.Resources> <Window.Triggers> <EventTrigger trans" Angle="0"/> </Button.RenderTransform> <Button.Triggers> <EventTrigger Angle"/> </Storyboard> </BeginStoryboard> </EventTrigger trans" Angle="0"/> </Button.RenderTransform> <Button.Triggers> <EventTrigger Angle"/> </Storyboard> </BeginStoryboard> </EventTrigger
(beginDragEntry); var dragEntry = new EventTrigger.Entry(); dragEntry.eventID = EventTriggerType.Drag ; dragEntry.callback.AddListener(eventData => { OnDrag(); }); eventTrigger.triggers.Add(dragEntry ); var endDragEntry = new EventTrigger.Entry(); endDragEntry.eventID = EventTriggerType.EndDrag ; endDragEntry.callback.AddListener(eventData => { OnEndDrag(); }); eventTrigger.triggers.Add ; pointClickEntry.callback.AddListener(eventData => { OnClick(); }); eventTrigger.triggers.Add
一种非常常见的触发器是针对事件触发的触发器(EventTrigger)。其他例子可能包括在定时器上触发的触发器,或在抛出未处理异常时触发的触发器。 <Grid xmlns:i="http://schemas.microsoft.com/xaml/behaviors"> <i:Interaction.Triggers> <i:EventTrigger EventName="Loaded"> <i:InvokeCommandAction Command="{Binding LoadedCommand}"/> </i:EventTrigger <Grid xmlns:i="http://schemas.microsoft.com/xaml/behaviors"> <i:Interaction.Behaviors> <i:EventTrigger EventName="Loaded"> <local:MyGridBehavior Command="{Binding LoadedCommand}"/> </i:EventTrigger
TargetName="text"/> </Trigger> <EventTrigger </Storyboard> </BeginStoryboard> </EventTrigger > <EventTrigger RoutedEvent="Checked" > <BeginStoryboard </Storyboard> </BeginStoryboard> </EventTrigger
TextBlock.RenderTransform> <TranslateTransform Y="-90" /> </TextBlock.RenderTransform> <FrameworkElement.Triggers> <EventTrigger DoubleAnimation.EasingFunction> </DoubleAnimation> </Storyboard> </BeginStoryboard> </EventTrigger TextBlock.RenderTransform> <TranslateTransform /> </TextBlock.RenderTransform> <FrameworkElement.Triggers> <EventTrigger Duration="0:0:.1" /> </Storyboard> </BeginStoryboard> </EventTrigger
</ToggleButton.Template> <ToggleButton.Triggers> <EventTrigger </Storyboard> </BeginStoryboard> </EventTrigger > <EventTrigger RoutedEvent="ToggleButton.Checked"> <BeginStoryboard </Storyboard> </BeginStoryboard> </EventTrigger
元素可以方便的在XAML中直接使用MediaPlayer,如下示例: <MediaElement Name="MyMediaElement"> <MediaElement.Triggers> <EventTrigger RoutedEvent="MediaElement.Loaded"> <EventTrigger.Actions> <BeginStoryboard> <Storyboard> <MediaTimeline Storyboard.TargetName="MyMediaElement" RepeatBehavior="Forever" /> </Storyboard> </BeginStoryboard> </EventTrigger.Actions > </EventTrigger> </MediaElement.Triggers> </MediaElement> 以上示例是在加载时MediaElement循环播放音乐文件。
x:Name="OM" > <i:Interaction.Triggers> <i:EventTrigger CommandParameter="{ Binding Title, ElementName=OM }" /> </i:EventTrigger