1、搭建UI界面
1.1准备工作
1、调整Game视图中的分辨率800*480
2、在 Edit --Project Setting--Editor中,将Mode改为2D模式
3、调整摄像机为正交摄像机,调整摄像机的Clear Flags 为 Soild Color ,选择自己喜欢的颜色,调整Size 为 800/480
4、创建一个Canvas
4.1、在Canvas组件里,将Render Mode 改为 Screen Space - Camera,Render Camera中拖入Main Camera
4.2、在Canvas Scaler 组件中,UIScaleMode 改为 Scaler With Screen Size,把Refernce Ressolution 改为 与分变率一致800*480,因为是横屏的Match选择 Weight=1
1.2、搭建界面(展示一下效果图)
开始界面:
选项界面:
2、UIManager:UI界面的切换
2.1、 首先创建两个脚本 UIBase,UIManager,一个空的游戏对象Manager,UIManager挂载到Manager
UIbase:
public class UIBase : MonoBehaviour {
public virtual void UserInterfaceEnter(){}
public virtual void UserInterfacePause(){}
public virtual void UserInterfaceResume(){}
public virtual void UserInterfaceExit(){}
}
UImaneger:
第一步创建脚本的单例:
static UIManager instance;
public static UIManager Instance{
get{return instance;}
}
void Awake(){
instance = this;
// 下面两行代码是加载UI界面
LoadUIPerfabByName ("UIstart");
LoadUIPerfabByName ("UIoption");
}
第二步:UI界面的显示就好比栈的形式,使用栈来控制
Stack
// 界面入栈:让界面显示出来
public void PushUserInterface(string UIName){
if (UIStack.Count>0) {
UIBase old_UI = UIStack.Peek ();
old_UI.UserInterfacePause ();
}
UIBase newUI = InstantiateUIByName (UIName); //InstantiateUIByName方法:创建UI界面
UIStack.Push (newUI);
newUI.UserInterfaceEnter (); // 通过UserInterfaceEnter这个方法显示界面
}
// 界面出栈:让界面不显示出来
public void PopUserInterface(){
if (UIStack.Count == 0)
{return;}
UIBase old_UI = UIStack.Pop ();
old_UI.UserInterfaceExit ();
if (UIStack.Count>0) {
UIBase newUI = UIStack.Peek();
newUI.UserInterfaceResume ();
}
}
// InstantiateUIByName方法:创建UI界面
Dictionary
public UIBase InstantiateUIByName(string UIName){
if (currentUIDict.ContainsKey(UIName)) {
return currentUIDict [UIName];
}
GameObject objPrefab = UIobject[UIName] ; // UIobject:一个存储所有已加载界面的字典
GameObject obj = GameObject.Instantiate (objPrefab);
UIBase uibase = obj.GetComponent();
currentUIDict.Add (UIName, uibase);
obj.name = UIName;
return uibase;
}
// 创建UIobject:一个存储所有已加载界面的字典
public string perfabDir ="Perfab";
Dictionary
void LoadUIPerfabByName(string UIName){
if (UIobject.ContainsKey(UIName))
{return;}
string path =perfabDir+"/"+UIName;
GameObject UIobj = Resources.Load(path);
if (UIobj!=null) {
UIobject.Add (UIName, UIobj);}
}
2.2、创建UIOption、UIStart脚本,分别挂载到Option和Start UI界面
UIStart:
public override void UserInterfaceEnter (){
GetComponent().worldCamera = Camera.main;
gameObject.SetActive (true);}
public override void UserInterfacePause ()
{gameObject.SetActive (false);}
public override void UserInterfaceResume ()
{gameObject.SetActive (true);}
public override void UserInterfaceExit ()
{gameObject.SetActive (false);}
//UIStart界面 选项Button添加监听事件
public void GoToOptionUI(){
UIManager.Instance.PushUserInterface ("UIoption");
}
UIOption:
public override void UserInterfaceEnter (){
GetComponent().worldCamera = Camera.main;
gameObject.SetActive (true);}
public override void UserInterfacePause ()
{gameObject.SetActive (false);}
public override void UserInterfaceResume ()
{gameObject.SetActive (true);}
public override void UserInterfaceExit ()
{gameObject.SetActive (false);}
// Option界面:后退Button添加监听事件
public void Back(){
UIManager.Instance.PopUserInterface ();
}
到这一步,就完成了两个UI界面的切换