替代NGUI UIWidget Anchor

NGUI中UIWidget提供了锚点Anchor选项,可以方便地设置一个Widget相对于另一个Widget的位置和大小。

我用的Unity版本:3.5.6;NGUI版本:3.5.9
今天做项目时遇到一个问题:在SceneA和SceneB中都有UIRoot,由于某些原因,我必须以LoadLevelAdditiveAsync的方式加载SceneB,并在进入SceneB后销毁SceneA。我们知道在一个场景下最多只能存在一个UIRoot,但从SceneA跳转到SceneB后,场景中同时存在了两个UIRoot,这导致某些使用了Anchor的UI的位置和大小不正确(实测Unity Editor中不会出问题,但在手机上基本都会出问题)。

此时有两种解决办法:
1.在SceneA销毁后再呈现SceneB,也就是不要用Additive的方式加载,但由于我的项目中两个Scene的耦合太高了(接的前人的盘),这么做会非常费时,老板一直在催版本,没时间重构。
2.自己实现Anchor功能。

代码很简单,大致思路如下:1.根据Target的位置和大小计算出Target的左右上下四个点坐标(实际上只需要用到左tLeftBoardPos和下tBottomBoardPos);2.根据输入的左右上下的偏移量,计算出当前Widget的左右X坐标(mLeftBoardX, mRightBoardX)和上下Y坐标(mTopBoardY, mBottomBoardY);3.根据2求得的四个值计算当前Widget的位置和大小。
需要注意的是:这里用的始终是世界坐标,且需要考虑UIRoot本身的缩放系数scaleRatio。
==注:暂时没有考虑Center的情况,有需要了再加上。==
下面是具体实现:
SimpleAnchor.cs

using UnityEngine;
using System.Collections;

[RequireComponent(typeof(UIWidget))]
public class SimpleAnchor : MonoBehaviour
{
    public enum HorizPivot
    {
        Left,
        Right,
        Center
    }

    public enum VertPivot
    {
        Top,
        Bottom,
        Center
    }

    public Transform Target;
    public int Left;
    public HorizPivot LeftPivot;
    public int Right;
    public HorizPivot RightPivot;
    public int Bottom;
    public VertPivot BottomPivot;
    public int Top;
    public VertPivot TopPivot;


    void OnEnable()
    {
        if(!Target)return;
        UIWidget targetWidget = Target.GetComponent();
        UIPanel targetPanel = Target.GetComponent();
        if(!targetPanel && !targetWidget) return;
        if (targetWidget)
        {
            SetPosAndSize(targetWidget.transform.position, targetWidget.width, targetWidget.height);

        }
        else
        {
            SetPosAndSize(targetPanel.transform.position, (int)targetPanel.width, (int)targetPanel.height);

        }
    }

    void SetPosAndSize(Vector3 targetPos, int targetWidth, int targetHeight)
    {
        Debug.LogError("Target width: " + targetWidth);
        Debug.LogError("Target height: " + targetHeight);
        float scaleRatio = NGUITools.FindInParents(transform).transform.localScale.x;
        Vector3 tLeftBoardPos = new Vector3(targetPos.x - scaleRatio * targetWidth / 2, targetPos.y, targetPos.z);
        Vector3 tRightBoardPos = new Vector3(targetPos.x + scaleRatio * targetWidth / 2, targetPos.y, targetPos.z);
        Vector3 tTopBoardPos = new Vector3(targetPos.x, targetPos.y + scaleRatio * targetHeight / 2, targetPos.z);
        Vector3 tBottomBoardPos = new Vector3(targetPos.x, targetPos.y - scaleRatio * targetHeight / 2, targetPos.z);

        float mLeftBoardX = 0;
        if (LeftPivot == HorizPivot.Left)
        {
            mLeftBoardX = tLeftBoardPos.x + scaleRatio * Left;
        }
        else if (LeftPivot == HorizPivot.Right)
        {
            mLeftBoardX = tLeftBoardPos.x + scaleRatio * (targetWidth + Left);
        }

        float mRightBoardX = 0;
        if (RightPivot == HorizPivot.Left)
        {
            mRightBoardX = tLeftBoardPos.x + scaleRatio * Right;
        }
        else if (LeftPivot == HorizPivot.Right)
        {
            mRightBoardX = tLeftBoardPos.x + scaleRatio * (targetWidth + Right);
        }

        float mBottomBoardY = 0;
        if (BottomPivot == VertPivot.Bottom)
        {
            mBottomBoardY = tBottomBoardPos.y + scaleRatio * Bottom;
        }
        else if (BottomPivot == VertPivot.Top)
        {
            mBottomBoardY = tBottomBoardPos.y + scaleRatio * (targetHeight + Bottom);
        }

        float mTopBoardY = 0;
        if (TopPivot == VertPivot.Bottom)
        {
            mTopBoardY = tBottomBoardPos.y + scaleRatio * Top;
        }
        else if (TopPivot == VertPivot.Top)
        {
            mTopBoardY = tBottomBoardPos.y + scaleRatio * (targetHeight + Top);
        }

        transform.position = new Vector3((mLeftBoardX + mRightBoardX) / 2, (mTopBoardY + mBottomBoardY) / 2, targetPos.z);
        UIWidget mWidget = GetComponent();
        if (mWidget)
        {
            mWidget.width = (int)(Mathf.Abs(mLeftBoardX - mRightBoardX) / scaleRatio);
            mWidget.height = (int)(Mathf.Abs(mTopBoardY - mBottomBoardY) / scaleRatio);
        }
    }

}

使用方法:将SimpleAnchor挂载到需要打锚点的Widget上,为方便填写数值,可以先使用UIWidget自带的Anchor调好数值,再Copy到SimpleAnchor对应项即可,最后别忘了把自带Anchor的Type调整为None。

见下面两个图:

替代NGUI UIWidget Anchor_第1张图片
自带Anchor先调整好大小
替代NGUI UIWidget Anchor_第2张图片
Copy到相应位置并将自带Anchor设置为None

目前还不完善,后续会将Center的情况考虑进去,并写个Editor脚本方便调整相应数值。

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