• UGUI 学习


    1. Grid Layout Group(网格布局)

      Hierachy:

         

      Game:

      属性和功能:

      

    2. 根据鼠标位置旋转界面实现:

     1 public class TiltWindow : MonoBehaviour
     2 {
     3     public Vector2 range = new Vector2(5f, 3f);
     4 
     5     Transform mTrans;
     6     Quaternion mStart;
     7     Vector2 mRot = Vector2.zero;
     8 
     9     void Start ()
    10     {
    11         mTrans = transform;
    12         mStart = mTrans.localRotation;
    13     }
    14 
    15     void Update ()
    16     {
    17         Vector3 pos = Input.mousePosition;
    18 
    19         float halfWidth = Screen.width * 0.5f;
    20         float halfHeight = Screen.height * 0.5f;
    21         float x = Mathf.Clamp((pos.x - halfWidth) / halfWidth, -1f, 1f);
    22         float y = Mathf.Clamp((pos.y - halfHeight) / halfHeight, -1f, 1f);
    23         mRot = Vector2.Lerp(mRot, new Vector2(x, y), Time.deltaTime * 5f);
    24 
    25         mTrans.localRotation = mStart * Quaternion.Euler(-mRot.y * range.y, mRot.x * range.x, 0f);
    26     }
    27 }

       

    3. 按钮动画实现:

      修改 Transisition 为 Animation,设置触发器

      在 Animator 设计状态机

    4. HorizontalLayoutGroup(垂直布局)

      Hierachy:

     

      Game:

     

      属性和功能:

     5. 拖拽功能实现

       Hierarchy(其中 Panel 中 Image 绑定 DragMe,Panel2,Panel3 中 Image 绑定 DropMe):

     1 public class DragMe : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
     2 {
     3     public bool dragOnSurfaces = true;
     4     
     5     private Dictionary<int,GameObject> m_DraggingIcons = new Dictionary<int, GameObject>();
     6     private Dictionary<int, RectTransform> m_DraggingPlanes = new Dictionary<int, RectTransform>();
     7 
     8     // 开始拖拽
     9     // 创建拖拽图片的 clone 体
    10     public void OnBeginDrag(PointerEventData eventData)
    11     {
    12         var canvas = FindInParents<Canvas>(gameObject);
    13         if (canvas == null)
    14             return;
    15 
    16         // We have clicked something that can be dragged.
    17         // What we want to do is create an icon for this.
    18         m_DraggingIcons[eventData.pointerId] = new GameObject("icon");
    19 
    20         m_DraggingIcons[eventData.pointerId].transform.SetParent (canvas.transform, false);
    21         m_DraggingIcons[eventData.pointerId].transform.SetAsLastSibling();
    22         
    23         var image = m_DraggingIcons[eventData.pointerId].AddComponent<Image>();
    24         // The icon will be under the cursor.
    25         // We want it to be ignored by the event system.
    26         var group = m_DraggingIcons[eventData.pointerId].AddComponent<CanvasGroup>();
    27         group.blocksRaycasts = false;
    28 
    29         image.sprite = GetComponent<Image>().sprite;
    30         image.SetNativeSize();
    31         
    32         if (dragOnSurfaces)
    33             m_DraggingPlanes[eventData.pointerId] = transform as RectTransform;
    34         else
    35             m_DraggingPlanes[eventData.pointerId]  = canvas.transform as RectTransform;
    36         
    37         SetDraggedPosition(eventData);
    38     }
    39 
    40     // 正在拖拽
    41     // 更新拖拽物位置
    42     public void OnDrag(PointerEventData eventData)
    43     {
    44         if (m_DraggingIcons[eventData.pointerId] != null)
    45             SetDraggedPosition(eventData);
    46     }
    47 
    48     // 根据鼠标位置更新拖拽物位置和旋转
    49     private void SetDraggedPosition(PointerEventData eventData)
    50     {
    51         if (dragOnSurfaces && eventData.pointerEnter != null && eventData.pointerEnter.transform as RectTransform != null)
    52             m_DraggingPlanes[eventData.pointerId] = eventData.pointerEnter.transform as RectTransform;
    53         
    54         var rt = m_DraggingIcons[eventData.pointerId].GetComponent<RectTransform>();
    55         Vector3 globalMousePos;
    56         if (RectTransformUtility.ScreenPointToWorldPointInRectangle(m_DraggingPlanes[eventData.pointerId], eventData.position, eventData.pressEventCamera, out globalMousePos))
    57         {
    58             rt.position = globalMousePos;
    59             rt.rotation = m_DraggingPlanes[eventData.pointerId].rotation;
    60         }
    61     }
    62 
    63     // 结束拖拽
    64     // 销毁克隆体
    65     public void OnEndDrag(PointerEventData eventData)
    66     {
    67         if (m_DraggingIcons[eventData.pointerId] != null)
    68             Destroy(m_DraggingIcons[eventData.pointerId]);
    69 
    70         m_DraggingIcons[eventData.pointerId] = null;
    71     }
    72 
    73     // 在父亲节点中寻找 T 组件
    74     static public T FindInParents<T>(GameObject go) where T : Component
    75     {
    76         if (go == null) return null;
    77         var comp = go.GetComponent<T>();
    78 
    79         if (comp != null)
    80             return comp;
    81         
    82         var t = go.transform.parent;
    83         while (t != null && comp == null)
    84         {
    85             comp = t.gameObject.GetComponent<T>();
    86             t = t.parent;
    87         }
    88         return comp;
    89     }
    90 }
     1 public class DropMe : MonoBehaviour, IDropHandler, IPointerEnterHandler, IPointerExitHandler
     2 {
     3     public Image containerImage;
     4     public Image receivingImage;
     5     private Color normalColor;
     6     public Color highlightColor = Color.yellow;
     7     
     8     public void OnEnable ()
     9     {
    10         if (containerImage != null)
    11             normalColor = containerImage.color;
    12     }
    13     
    14     // 放置图片
    15     public void OnDrop(PointerEventData data)
    16     {
    17         containerImage.color = normalColor;
    18         
    19         if (receivingImage == null)
    20             return;
    21         
    22         Sprite dropSprite = GetDropSprite (data);
    23         if (dropSprite != null)
    24             receivingImage.overrideSprite = dropSprite;
    25     }
    26 
    27     // 鼠标移入
    28     // 背景高亮
    29     public void OnPointerEnter(PointerEventData data)
    30     {
    31         if (containerImage == null)
    32             return;
    33         
    34         Sprite dropSprite = GetDropSprite (data);
    35         if (dropSprite != null)
    36             containerImage.color = highlightColor;
    37     }
    38 
    39     // 鼠标移出
    40     public void OnPointerExit(PointerEventData data)
    41     {
    42         if (containerImage == null)
    43             return;
    44         
    45         containerImage.color = normalColor;
    46     }
    47     
    48     // 得到拖拽图片
    49     private Sprite GetDropSprite(PointerEventData data)
    50     {
    51         var originalObj = data.pointerDrag;
    52         if (originalObj == null)
    53             return null;
    54         
    55         var dragMe = originalObj.GetComponent<DragMe>();
    56         if (dragMe == null)
    57             return null;
    58         
    59         var srcImage = originalObj.GetComponent<Image>();
    60         if (srcImage == null)
    61             return null;
    62         
    63         return srcImage.sprite;
    64     }
    65 }

      

     6. 拖拽改变面板位置(屏幕坐标到本地坐标的转换)

     1 public class DragPanel : MonoBehaviour, IPointerDownHandler, IDragHandler {
     2     
     3     private Vector2 originalLocalPointerPosition;
     4     private Vector3 originalPanelLocalPosition;
     5     private RectTransform panelRectTransform;
     6     private RectTransform parentRectTransform;
     7     
     8     void Awake () {
     9         panelRectTransform = transform.parent as RectTransform;
    10         parentRectTransform = panelRectTransform.parent as RectTransform;
    11     }
    12     
    13     public void OnPointerDown (PointerEventData data) {
    14         originalPanelLocalPosition = panelRectTransform.localPosition;
    15         // 屏幕坐标转成本地坐标
    16         RectTransformUtility.ScreenPointToLocalPointInRectangle (parentRectTransform, data.position, data.pressEventCamera, out originalLocalPointerPosition);
    17     }
    18     
    19     public void OnDrag (PointerEventData data) {
    20         if (panelRectTransform == null || parentRectTransform == null)
    21             return;
    22         
    23         Vector2 localPointerPosition;
    24         if (RectTransformUtility.ScreenPointToLocalPointInRectangle (parentRectTransform, data.position, data.pressEventCamera, out localPointerPosition)) {
    25             Vector3 offsetToOriginal = localPointerPosition - originalLocalPointerPosition;
    26             panelRectTransform.localPosition = originalPanelLocalPosition + offsetToOriginal;
    27         }
    28         
    29         ClampToWindow ();
    30     }
    31     
    32     // 将面板限制在父组件之内
    33     // Clamp panel to area of parent
    34     void ClampToWindow () {
    35         Vector3 pos = panelRectTransform.localPosition;
    36         
    37         Vector3 minPosition = parentRectTransform.rect.min - panelRectTransform.rect.min;
    38         Vector3 maxPosition = parentRectTransform.rect.max - panelRectTransform.rect.max;
    39         
    40         pos.x = Mathf.Clamp (panelRectTransform.localPosition.x, minPosition.x, maxPosition.x);
    41         pos.y = Mathf.Clamp (panelRectTransform.localPosition.y, minPosition.y, maxPosition.y);
    42         
    43         panelRectTransform.localPosition = pos;
    44     }
    45 }

     7. 拖拽改变面板大小

     1 public class ResizePanel : MonoBehaviour, IPointerDownHandler, IDragHandler {
     2     
     3     public Vector2 minSize = new Vector2 (100, 100);
     4     public Vector2 maxSize = new Vector2 (400, 400);
     5     
     6     private RectTransform panelRectTransform;
     7     private Vector2 originalLocalPointerPosition;
     8     private Vector2 originalSizeDelta;
     9     
    10     void Awake () {
    11         panelRectTransform = transform.parent.GetComponent<RectTransform> ();
    12     }
    13     
    14     public void OnPointerDown (PointerEventData data) {
    15         originalSizeDelta = panelRectTransform.sizeDelta;
    16         RectTransformUtility.ScreenPointToLocalPointInRectangle (panelRectTransform, data.position, data.pressEventCamera, out originalLocalPointerPosition);
    17     }
    18     
    19     public void OnDrag (PointerEventData data) {
    20         if (panelRectTransform == null)
    21             return;
    22         
    23         Vector2 localPointerPosition;
    24         RectTransformUtility.ScreenPointToLocalPointInRectangle (panelRectTransform, data.position, data.pressEventCamera, out localPointerPosition);
    25         Vector3 offsetToOriginal = localPointerPosition - originalLocalPointerPosition;
    26         // 根据鼠标偏移改变窗口大小
    27         Vector2 sizeDelta = originalSizeDelta + new Vector2 (offsetToOriginal.x, -offsetToOriginal.y);
    28         sizeDelta = new Vector2 (
    29             Mathf.Clamp (sizeDelta.x, minSize.x, maxSize.x),
    30             Mathf.Clamp (sizeDelta.y, minSize.y, maxSize.y)
    31         );
    32         
    33         panelRectTransform.sizeDelta = sizeDelta;
    34     }
    35 }

    8. 根据滑动条调节光源颜色

      效果图:

      先设置 Slider 的 OnValueChange(其他两个同理) :

     1 public class ChangeColor : MonoBehaviour, IPointerClickHandler
     2 {
     3     public void SetRed(float value)
     4     {
     5         OnValueChanged(value, 0);
     6     }
     7     
     8     public void SetGreen(float value)
     9     {
    10         OnValueChanged(value, 1);
    11     }
    12     
    13     public void SetBlue(float value)
    14     {
    15         OnValueChanged(value, 2);
    16     }
    17     
    18     public void OnValueChanged(float value, int channel)
    19     {
    20         Color c = Color.white;
    21 
    22         if (GetComponent<Renderer>() != null)
    23             c = GetComponent<Renderer>().material.color;
    24         else if (GetComponent<Light>() != null)
    25             c = GetComponent<Light>().color;
    26         
    27         c[channel] = value;
    28 
    29         if (GetComponent<Renderer>() != null)
    30             GetComponent<Renderer>().material.color = c;
    31         else if (GetComponent<Light>() != null)
    32             GetComponent<Light>().color = c;
    33     }
    34 }

     9. 面板切换

      效果图:

      面板管理代码:

     1 public class PanelManager : MonoBehaviour {
     2 
     3     public Animator initiallyOpen;
     4 
     5     private int m_OpenParameterId;
     6     private Animator m_Open;
     7     private GameObject m_PreviouslySelected;
     8 
     9     const string k_OpenTransitionName = "Open";
    10     const string k_ClosedStateName = "Closed";
    11 
    12     public void OnEnable()
    13     {
    14         // 根据参数名字得到id
    15         m_OpenParameterId = Animator.StringToHash (k_OpenTransitionName);
    16 
    17         if (initiallyOpen == null)
    18             return;
    19         // 打开初始面板
    20         OpenPanel(initiallyOpen);
    21     }
    22 
    23     // 打开面板
    24     public void OpenPanel (Animator anim)
    25     {
    26         if (m_Open == anim)
    27             return;
    28 
    29         anim.gameObject.SetActive(true);
    30         var newPreviouslySelected = EventSystem.current.currentSelectedGameObject;
    31 
    32         // 最先显示
    33         anim.transform.SetAsLastSibling();
    34 
    35         CloseCurrent();
    36 
    37         m_PreviouslySelected = newPreviouslySelected;
    38 
    39         m_Open = anim;
    40         m_Open.SetBool(m_OpenParameterId, true);
    41 
    42         GameObject go = FindFirstEnabledSelectable(anim.gameObject);
    43 
    44         SetSelected(go);
    45     }
    46 
    47     static GameObject FindFirstEnabledSelectable (GameObject gameObject)
    48     {
    49         GameObject go = null;
    50         var selectables = gameObject.GetComponentsInChildren<Selectable> (true);
    51         foreach (var selectable in selectables) {
    52             if (selectable.IsActive () && selectable.IsInteractable ()) {
    53                 go = selectable.gameObject;
    54                 break;
    55             }
    56         }
    57         return go;
    58     }
    59 
    60     // 关闭当前面板
    61     public void CloseCurrent()
    62     {
    63         if (m_Open == null)
    64             return;
    65 
    66         m_Open.SetBool(m_OpenParameterId, false);
    67         SetSelected(m_PreviouslySelected);
    68         StartCoroutine(DisablePanelDeleyed(m_Open));
    69         m_Open = null;
    70     }
    71 
    72     // 关闭面板
    73     IEnumerator DisablePanelDeleyed(Animator anim)
    74     {
    75         bool closedStateReached = false;
    76         bool wantToClose = true;
    77         while (!closedStateReached && wantToClose)
    78         {
    79             if (!anim.IsInTransition(0))
    80                 closedStateReached = anim.GetCurrentAnimatorStateInfo(0).IsName(k_ClosedStateName);
    81 
    82             wantToClose = !anim.GetBool(m_OpenParameterId);             // 关闭的时候可打断
    83 
    84             yield return new WaitForEndOfFrame();               // 等待关闭动画播放完
    85         }
    86 
    87         if (wantToClose)
    88             anim.gameObject.SetActive(false);
    89     }
    90 
    91     private void SetSelected(GameObject go)
    92     {
    93         EventSystem.current.SetSelectedGameObject(go);
    94     }
    95 }

    10.   RenderTexure 在 UI 上显示模型

       设置 Camera TargetTexture,将 相机内容渲染到 RenderTexure 中。

      添加 RawImage,设置 Texture 为之前的 RenderTexture。

      效果图:

     

    11. 图片遮挡(Mask,ScrollRect) 

      Hierarchy:

      在 GameObject 中添加组件:

     

      效果图:

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  • 原文地址:https://www.cnblogs.com/coderJiebao/p/unity3d11.html
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