有过一个需求需要一个item,两个item,三个item(不一定有多少个子节点)不同情况都要居中

有两个方法解决:

1.只需要在uiscrollview上的resetPosition 设为0.5,调一下resetPosition自动居中

2.如果本身在uiScrollview上就不能这么用了,两个uiscrollview不能重叠嘛。

所以写了个脚本负责计算每个子节点的localposition。

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class CenterChildTransfroms
{
    UIAnchor m_anchor;
    private Transform m_transform;
    private GameObject m_containerGameObject;
    private float m_spacing;

    public CenterChildTransfroms(Transform transform, GameObject containerGameObject,Camera camera, float spacing =0)
    {
        m_transform = transform;
        m_containerGameObject = containerGameObject;
        m_spacing = spacing;

        m_anchor = m_transform.GetComponent();
        if (m_anchor == null)
            m_anchor = m_transform.gameObject.AddComponent();
        m_anchor.uiCamera = camera;
        m_anchor.container = containerGameObject;
        m_anchor.side = UIAnchor.Side.Center;
        m_anchor.enabled = false;
    }

    public void RepositionChildTransfroms()
    {
        float totalWidth = 0;
        List childTrans = new List();
        List childTransBoundSizeX = new List();
        foreach (Transform t in m_transform)
        {
            if(t.gameObject.activeSelf)
            {
                childTrans.Add(t);
                float width = (NGUIMath.CalculateRelativeWidgetBounds(t).size.x * t.localScale.x) + m_spacing;
                totalWidth += width;
                childTransBoundSizeX.Add(width);
            } 
        }

        if(childTrans.Count > 0)
        {
            //先计算好第一个transform坐标
            childTrans[0].localPosition = new Vector3((-totalWidth / 2 + childTransBoundSizeX[0] / 2), childTrans[0].localPosition.y, childTrans[0].localPosition.z);

            for(int i =1;i

这里可以看到使用前是需要传递父节点transform,居中在哪个GameObject的那个gameObject,传入所属UIcamera,和每个子节点之间间隙。

其实也就是在父节点上添加一个锚点UIAnchor,把需要的参数(cotainerGameObject,Camera)塞进去.

计算时先计算总宽,算出并摆放第一个transform的localPosition,之后根据这个坐标进行一个个计算