The project with Dfgui, each used the same will be the same, and then a few days and gorgeous forget the light.
Hehe, it's time to take note.
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Well, now say the event binding in Dfgui.
For example, I need to click the button and pop up the dialog box, just use the big question button below.
1, check button, Component/daikon forge/data binding/event Binding
Create a dfpanel on the 2,ui and remove the visible tick from its behavior.
3, create a new empty game object, Gameobject/create empty, named Uievents_demo.
4, create a new script Uievents_demo, and hang it in Uievents_demo.
1 usingUnityengine;2 usingSystem.Collections;3 4 Public classUievents_demo:monobehaviour5 {6 //Dfpanel7 PublicDfpanel DfPanel1;8 9 /// <summary>Ten ///Control Dfpanel One /// </summary> A Public voiddfpanl_event () - { -Dfpanel1.isvisible =!dfpanel1.isvisible; the } -}
5, and then assign the previous dfpanel created in unity to the public variable dfPanel1 of the code above.
6, then go back to our big button and find the event Binding that was mentioned earlier, such as Operation
Then run the program, click the button to control the Dfpanel display and hide the La la la ...
Other than that:
Df Event Binding (Script):
Data Source
Event: This provides a lot of events, such as the click,mousedown here, as well as the previously written ondragstart, Ondragend, etc.
Event Handler
Component: This is an object that can mount a method that handles event events (a bit around the mouth, and I don't know if that's right)
Event Handler: This is all public methods that can be selected above component This component has mounted scripts.
Automatic Binding
Auto bind: Auto bind
Auto Unbind: Auto Release
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A record of personal notes
Daikon Forge GUI Library (Dfgui) event Binding