Version: 2022.1
언어: 한국어
Handle events
이벤트 레퍼런스

Synthesize and send events

Before you synthesize and send custom events, understand how the UI Toolkit event system allocates and sends operating system events.

The event system uses a pool of events to avoid allocating event objects repeatedly. To synthesize and send your own events:

  1. 이벤트 풀에서 이벤트 오브젝트를 가져옵니다.
  2. 이벤트 프로퍼티를 채웁니다.
  3. 이벤트를 using 블록으로 둘러싸서 이벤트 풀에 반환되도록 만듭니다.
  4. Pass the event to panel.visualTree.SendEvent().

You can send operating system events, such as keyboard and mouse events. To do so, use a UnityEngine.Event to initialize the UI Toolkit event.

다음 예제는 이벤트를 합성하고 전송하는 방식을 보여줍니다.

void SynthesizeAndSendKeyDownEvent(IPanel panel, KeyCode code,
     char character = '\0', EventModifiers modifiers = EventModifiers.None)
{
    // Create a UnityEngine.Event to hold initialization data.
    var evt = new Event() {
        type = EventType.KeyDownEvent,
        keyCode = code,
        character = character,
        modifiers = modifiers
    };

    using (KeyDownEvent keyDownEvent = KeyDownEvent.GetPooled(evt))
    {
        panel.visualTree.SendEvent(keyDownEvent);
    }
}

Note: Don’t send events that don’t come from the operating system and can’t be found in the UnityEngine.Event types. Some events are sent by UI Toolkit as a reaction to internal state changes and must not be sent by external processes. For example, if you send PointerCaptureEvent, visual elements assume that the underlying conditions for that event are met and won’t set pointer capture for them. This might break the internal configurations of the visual element and cause undefined behaviors.

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Handle events
이벤트 레퍼런스
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