要实现的效果就是,当点击长button时,长button相对应的下面两个段button会收进长button里,并且,下面的其他组件(这里是button)会相应的往上移动。
左图为层级结构,右图为运行效果。
注:我在Panel(3)上加了一个Vertical Layout Group组件用来布局,使里面三个panel纵向排列。
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; public class Buttontask : MonoBehaviour { public Button[] buttons;//每个panel下按钮的集合 public GameObject panel;//父物体panel private List<Vector3> childbuttonlocal = new List<Vector3>();//记录长button下子button的localposition private bool open=true;//是否是展开状态 // private Vector3 openlocationposition; Vector2 sizedelta;//父对象panel的width和height // Use this for initialization void Start () { for (int i=0;i< buttons.Length;i++)//展开状态下每个子按钮的相对位置 { childbuttonlocal.Add(buttons[i].transform.localPosition); // Debug.Log(childbuttonlocal[i]); } sizedelta = panel.transform.GetComponent<RectTransform>().sizeDelta;//展开状态下panel的宽高 } // Update is called once per frame void Update () { } public void OnClick() { if (open) {
//设置panel大小 panel.transform.GetComponent<RectTransform>().sizeDelta = new Vector2(panel.transform.GetComponent<RectTransform>().sizeDelta.x, 50f); for (int i=0; i<buttons.Length;i++) { // buttons[i].transform.localPosition = Vector3.Lerp(childbuttonlocal[i], new Vector3(childbuttonlocal[i].x,0,0), 1);
buttons[i].transform.localPosition=new Vector(childbuttonlocal[i].x,0,0); //设置位置 buttons[i].gameObject.SetActive(false); } open = false; } else { panel.transform.GetComponent<RectTransform>().sizeDelta = sizedelta; for (int i = 0; i < buttons.Length; i++) { buttons[i].gameObject.SetActive(true); buttons[i].transform.localPosition = Vector3.Lerp(new Vector3(childbuttonlocal[i].x, 0, 0), childbuttonlocal[i], 1); } open = true; } } }
当然可以用动画做,这样感觉更简单点,还能有动画效果,怪我懒,不想再去折腾动画了...