孙广东 2015.8.10 基于Unity5.2版本
1、UIButton 单独可使用 这个脚本可以 提供外部监听按下/点击/释放的3个事件(参数附带着数据)。 源官方Button只有 点击事件
using UnityEngine.Events;
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
///
/// UIButton
///
[AddComponentMenu("UI/Extensions/UI Button")]
public class UIButton : Button, IPointerDownHandler, IPointerUpHandler
{
#region Sub-Classes
[System.Serializable]
public class UIButtonEvent : UnityEvent { }
#endregion
#region Events
public UIButtonEvent OnButtonClick;
public UIButtonEvent OnButtonPress;
public UIButtonEvent OnButtonRelease;
#endregion
public override void OnPointerClick(PointerEventData eventData)
{
base.OnSubmit(eventData);
if (OnButtonClick != null)
{
OnButtonClick.Invoke(eventData.button);
}
}
void IPointerDownHandler.OnPointerDown(PointerEventData eventData)
{
DoStateTransition(SelectionState.Pressed, false);
if (OnButtonPress != null)
{
OnButtonPress.Invoke(eventData.button);
}
}
void IPointerUpHandler.OnPointerUp(PointerEventData eventData)
{
DoStateTransition(SelectionState.Normal, false);
if (OnButtonRelease != null)
{
OnButtonRelease.Invoke(eventData.button);
}
}
}
}
2、UIFlippable 单独可使用 我需要一些时间现在翻转精灵和使用scale解决方案被证明是一个糟糕的主意,当使用布局网格等,所以试着写一个小脚本来翻转顶点相反。它目前做这份工作对我来说,我想分享它所以它在这儿......
这种翻转还有两种实现方式: 设置 Rotation x/y =>180, Scale x/y =>-1;
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(RectTransform), typeof(Graphic)), DisallowMultipleComponent]
[AddComponentMenu("UI/Effects/Extensions/Flippable")]
public class UIFlippable : MonoBehaviour, IMeshModifier
{
[SerializeField] private bool m_Horizontal = false;
[SerializeField] private bool m_Veritical = false;
///
/// 获取或设置一个值,该值指示是否应水平翻转
///
/// true if horizontal; otherwise, false .
public bool horizontal
{
get { return this.m_Horizontal; }
set { this.m_Horizontal = value; }
}
///
/// 获取或设置一个值,该值指示是否应垂直翻转
///
/// true if vertical; otherwise, false .
public bool vertical
{
get { return this.m_Veritical; }
set { this.m_Veritical = value; }
}
protected void OnValidate()
{
this.GetComponent().SetVerticesDirty();
}
// 从mesh 得到 顶点集
public void ModifyMesh(/*List verts*/ Mesh mesh)
{
List verts = new List ();
using (VertexHelper vertexHelper = new VertexHelper (mesh))
{
vertexHelper.GetUIVertexStream (verts);
}
RectTransform rt = this.transform as RectTransform;
for (int i = 0; i < verts.Count; ++i)
{
UIVertex v = verts[i];
// Modify positions
v.position = new Vector3(
(this.m_Horizontal ? (v.position.x + (rt.rect.center.x - v.position.x) * 2) : v.position.x),
(this.m_Veritical ? (v.position.y + (rt.rect.center.y - v.position.y) * 2) : v.position.y),
v.position.z
);
// Apply
verts[i] = v;
}
// 在合成mesh
using (VertexHelper vertexHelper2 = new VertexHelper ())
{
vertexHelper2.AddUIVertexTriangleStream (verts);
vertexHelper2.FillMesh (mesh);
}
}
}
}
3、uGUITools 单独可使用 // 让你更了解 锚点、RectTransform等, Editor脚本
using UnityEditor;
namespace UnityEngine.UI.Extensions
{
public class uGUITools : MonoBehaviour
{
[MenuItem("uGUI/Anchors to Corners %[")]
static void AnchorsToCorners()
{
foreach (Transform transform in Selection.transforms)
{
RectTransform t = transform as RectTransform;
RectTransform pt = Selection.activeTransform.parent as RectTransform;
if (t == null || pt == null) return;
Vector2 newAnchorsMin = new Vector2(t.anchorMin.x + t.offsetMin.x / pt.rect.width,
t.anchorMin.y + t.offsetMin.y / pt.rect.height);
Vector2 newAnchorsMax = new Vector2(t.anchorMax.x + t.offsetMax.x / pt.rect.width,
t.anchorMax.y + t.offsetMax.y / pt.rect.height);
t.anchorMin = newAnchorsMin;
t.anchorMax = newAnchorsMax;
t.offsetMin = t.offsetMax = new Vector2(0, 0);
}
}
[MenuItem("uGUI/Corners to Anchors %]")]
static void CornersToAnchors()
{
foreach (Transform transform in Selection.transforms)
{
RectTransform t = transform as RectTransform;
if (t == null) return;
t.offsetMin = t.offsetMax = new Vector2(0, 0);
}
}
[MenuItem("uGUI/Mirror Horizontally Around Anchors %;")]
static void MirrorHorizontallyAnchors()
{
MirrorHorizontally(false);
}
[MenuItem("uGUI/Mirror Horizontally Around Parent Center %:")]
static void MirrorHorizontallyParent()
{
MirrorHorizontally(true);
}
static void MirrorHorizontally(bool mirrorAnchors)
{
foreach (Transform transform in Selection.transforms)
{
RectTransform t = transform as RectTransform;
RectTransform pt = Selection.activeTransform.parent as RectTransform;
if (t == null || pt == null) return;
if (mirrorAnchors)
{
Vector2 oldAnchorMin = t.anchorMin;
t.anchorMin = new Vector2(1 - t.anchorMax.x, t.anchorMin.y);
t.anchorMax = new Vector2(1 - oldAnchorMin.x, t.anchorMax.y);
}
Vector2 oldOffsetMin = t.offsetMin;
t.offsetMin = new Vector2(-t.offsetMax.x, t.offsetMin.y);
t.offsetMax = new Vector2(-oldOffsetMin.x, t.offsetMax.y);
t.localScale = new Vector3(-t.localScale.x, t.localScale.y, t.localScale.z);
}
}
[MenuItem("uGUI/Mirror Vertically Around Anchors %'")]
static void MirrorVerticallyAnchors()
{
MirrorVertically(false);
}
[MenuItem("uGUI/Mirror Vertically Around Parent Center %\"")]
static void MirrorVerticallyParent()
{
MirrorVertically(true);
}
static void MirrorVertically(bool mirrorAnchors)
{
foreach (Transform transform in Selection.transforms)
{
RectTransform t = transform as RectTransform;
RectTransform pt = Selection.activeTransform.parent as RectTransform;
if (t == null || pt == null) return;
if (mirrorAnchors)
{
Vector2 oldAnchorMin = t.anchorMin;
t.anchorMin = new Vector2(t.anchorMin.x, 1 - t.anchorMax.y);
t.anchorMax = new Vector2(t.anchorMax.x, 1 - oldAnchorMin.y);
}
Vector2 oldOffsetMin = t.offsetMin;
t.offsetMin = new Vector2(t.offsetMin.x, -t.offsetMax.y);
t.offsetMax = new Vector2(t.offsetMax.x, -oldOffsetMin.y);
t.localScale = new Vector3(t.localScale.x, -t.localScale.y, t.localScale.z);
}
}
}
}
4、ToolTip 【需要外部调用函数显示和隐藏内容】请注意--目前情况下仅适用于Screenspace Camera的画布设置,要包括Screenspace and Worldspace需要更新
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(RectTransform))]
[AddComponentMenu("UI/Extensions/Tooltip")]
public class ToolTip : MonoBehaviour
{
//text of the tooltip
private Text _text;
private RectTransform _rectTransform;
//if the tooltip is inside a UI element
private bool _inside;
private bool _xShifted, _yShifted = false;
private float width, height, canvasWidth, canvasHeight;
private int screenWidth, screenHeight;
private float YShift,xShift;
private RenderMode _guiMode;
private Camera _guiCamera;
// Use this for initialization
public void Awake()
{
var _canvas = GetComponentInParent
using UnityEngine.EventSystems;
namespace UnityEngine.UI
{
[RequireComponent(typeof(InputField))]
[AddComponentMenu("UI/Extensions/Return Key Trigger")]
public class ReturnKeyTriggersButton : MonoBehaviour, ISubmitHandler
{
private EventSystem _system;
public Button button;
private bool highlight = true;
public float highlightDuration = 0.2f;
void Start()
{
_system = EventSystem.current;
}
void RemoveHighlight()
{
button.OnPointerExit(new PointerEventData(_system));
}
public void OnSubmit(BaseEventData eventData)
{
if (highlight) button.OnPointerEnter(new PointerEventData(_system));
button.OnPointerClick(new PointerEventData(_system));
if (highlight) Invoke("RemoveHighlight", highlightDuration);
}
}
}
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
//An outline that looks a bit nicer than the default one. It has less "holes" in the outline by drawing more copies of the effect
[AddComponentMenu("UI/Effects/Extensions/Nicer Outline")]
public class NicerOutline : BaseMeshEffect
{
[SerializeField]
private Color m_EffectColor = new Color (0f, 0f, 0f, 0.5f);
[SerializeField]
private Vector2 m_EffectDistance = new Vector2 (1f, -1f);
[SerializeField]
private bool m_UseGraphicAlpha = true;
//
// Properties
//
public Color effectColor
{
get
{
return this.m_EffectColor;
}
set
{
this.m_EffectColor = value;
if (base.graphic != null)
{
base.graphic.SetVerticesDirty ();
}
}
}
public Vector2 effectDistance
{
get
{
return this.m_EffectDistance;
}
set
{
if (value.x > 600f)
{
value.x = 600f;
}
if (value.x < -600f)
{
value.x = -600f;
}
if (value.y > 600f)
{
value.y = 600f;
}
if (value.y < -600f)
{
value.y = -600f;
}
if (this.m_EffectDistance == value)
{
return;
}
this.m_EffectDistance = value;
if (base.graphic != null)
{
base.graphic.SetVerticesDirty ();
}
}
}
public bool useGraphicAlpha
{
get
{
return this.m_UseGraphicAlpha;
}
set
{
this.m_UseGraphicAlpha = value;
if (base.graphic != null)
{
base.graphic.SetVerticesDirty ();
}
}
}
//
// Methods
//
protected void ApplyShadow (List verts, Color32 color, int start, int end, float x, float y)
{
//Debug.Log("verts count: "+verts.Count);
int num = verts.Count * 2;
if (verts.Capacity < num)
{
verts.Capacity = num;
}
for (int i = start; i < end; i++)
{
UIVertex uIVertex = verts [i];
verts.Add (uIVertex);
Vector3 position = uIVertex.position;
//Debug.Log("vertex pos: "+position);
position.x += x;
position.y += y;
uIVertex.position = position;
Color32 color2 = color;
if (this.m_UseGraphicAlpha)
{
color2.a = (byte)(color2.a * verts [i].color.a / 255);
}
uIVertex.color = color2;
//uIVertex.color = (Color32)Color.blue;
verts [i] = uIVertex;
}
}
public override void ModifyMesh (/*List verts*/ Mesh mesh)
{
if (!this.IsActive ())
{
return;
}
// 从mesh 得到 顶点集
List verts = new List ();
using (VertexHelper vertexHelper = new VertexHelper (mesh))
{
vertexHelper.GetUIVertexStream (verts);
}
Text foundtext = GetComponent();
float best_fit_adjustment = 1f;
if (foundtext && foundtext.resizeTextForBestFit)
{
best_fit_adjustment = (float)foundtext.cachedTextGenerator.fontSizeUsedForBestFit / (foundtext.resizeTextMaxSize-1); //max size seems to be exclusive
}
float distanceX = this.effectDistance.x * best_fit_adjustment;
float distanceY = this.effectDistance.y * best_fit_adjustment;
int start = 0;
int count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, distanceX, distanceY);
start = count;
count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, distanceX, -distanceY);
start = count;
count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, -distanceX, distanceY);
start = count;
count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, -distanceX, -distanceY);
start = count;
count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, distanceX, 0);
start = count;
count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, -distanceX, 0);
start = count;
count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, 0, distanceY);
start = count;
count = verts.Count;
this.ApplyShadow (verts, this.effectColor, start, verts.Count, 0, -distanceY);
// 在合成mesh
using (VertexHelper vertexHelper2 = new VertexHelper ())
{
vertexHelper2.AddUIVertexTriangleStream (verts);
vertexHelper2.FillMesh (mesh);
}
}
protected override void OnValidate ()
{
this.effectDistance = this.m_EffectDistance;
base.OnValidate ();
}
}
}
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Effects/Extensions/Letter Spacing")]
public class LetterSpacing : BaseMeshEffect
{
[SerializeField]
private float m_spacing = 0f;
protected LetterSpacing() { }
#if UNITY_EDITOR
protected override void OnValidate()
{
spacing = m_spacing;
base.OnValidate();
}
#endif
public float spacing
{
get { return m_spacing; }
set
{
if (m_spacing == value) return;
m_spacing = value;
if (graphic != null) graphic.SetVerticesDirty();
}
}
public override void ModifyMesh(/*List verts*/Mesh mesh)
{
if (! IsActive()) return;
// 从mesh 得到 顶点集
List verts = new List ();
using (VertexHelper vertexHelper = new VertexHelper (mesh))
{
vertexHelper.GetUIVertexStream (verts);
}
Text text = GetComponent();
if (text == null)
{
Debug.LogWarning("LetterSpacing: Missing Text component");
return;
}
string[] lines = text.text.Split('\n');
Vector3 pos;
float letterOffset = spacing * (float)text.fontSize / 100f;
float alignmentFactor = 0;
int glyphIdx = 0;
switch (text.alignment)
{
case TextAnchor.LowerLeft:
case TextAnchor.MiddleLeft:
case TextAnchor.UpperLeft:
alignmentFactor = 0f;
break;
case TextAnchor.LowerCenter:
case TextAnchor.MiddleCenter:
case TextAnchor.UpperCenter:
alignmentFactor = 0.5f;
break;
case TextAnchor.LowerRight:
case TextAnchor.MiddleRight:
case TextAnchor.UpperRight:
alignmentFactor = 1f;
break;
}
for (int lineIdx=0; lineIdx < lines.Length; lineIdx++)
{
string line = lines[lineIdx];
float lineOffset = (line.Length -1) * letterOffset * alignmentFactor;
for (int charIdx = 0; charIdx < line.Length; charIdx++)
{
int idx1 = glyphIdx * 4 + 0;
int idx2 = glyphIdx * 4 + 1;
int idx3 = glyphIdx * 4 + 2;
int idx4 = glyphIdx * 4 + 3;
// Check for truncated text (doesn't generate verts for all characters)
if (idx4 > verts.Count - 1) return;
UIVertex vert1 = verts[idx1];
UIVertex vert2 = verts[idx2];
UIVertex vert3 = verts[idx3];
UIVertex vert4 = verts[idx4];
pos = Vector3.right * (letterOffset * charIdx - lineOffset);
vert1.position += pos;
vert2.position += pos;
vert3.position += pos;
vert4.position += pos;
verts[idx1] = vert1;
verts[idx2] = vert2;
verts[idx3] = vert3;
verts[idx4] = vert4;
glyphIdx++;
}
// Offset for carriage return character that still generates verts
glyphIdx++;
}
// 在合成mesh
using (VertexHelper vertexHelper2 = new VertexHelper ())
{
vertexHelper2.AddUIVertexTriangleStream (verts);
vertexHelper2.FillMesh (mesh);
}
}
}
}
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
// [RequireComponent(typeof(Text), typeof(RectTransform))]
[AddComponentMenu("UI/Effects/Extensions/Gradient")]
public class Gradient : BaseMeshEffect
{
public GradientMode gradientMode = GradientMode.Global;
public GradientDir gradientDir = GradientDir.Vertical;
public bool overwriteAllColor = false;
public Color vertex1 = Color.white;
public Color vertex2 = Color.black;
private Graphic targetGraphic;
protected override void Start()
{
targetGraphic = GetComponent();
}
public override void ModifyMesh(/*List vertexList*/ Mesh mesh)
{
// 从mesh 得到 顶点集
List vertexList = new List ();
using (VertexHelper vertexHelper = new VertexHelper (mesh))
{
vertexHelper.GetUIVertexStream (vertexList);
}
if (!IsActive() || vertexList.Count == 0)
{
return;
}
int count = vertexList.Count;
UIVertex uiVertex = vertexList[0];
if (gradientMode == GradientMode.Global)
{
if (gradientDir == GradientDir.DiagonalLeftToRight || gradientDir == GradientDir.DiagonalRightToLeft)
{
#if UNITY_EDITOR
Debug.LogWarning("Diagonal dir is not supported in Global mode");
#endif
gradientDir = GradientDir.Vertical;
}
float bottomY = gradientDir == GradientDir.Vertical ? vertexList[vertexList.Count - 1].position.y : vertexList[vertexList.Count - 1].position.x;
float topY = gradientDir == GradientDir.Vertical ? vertexList[0].position.y : vertexList[0].position.x;
float uiElementHeight = topY - bottomY;
for (int i = 0; i < count; i++)
{
uiVertex = vertexList[i];
if (!overwriteAllColor && uiVertex.color != targetGraphic.color)
continue;
uiVertex.color *= Color.Lerp(vertex2, vertex1, ((gradientDir == GradientDir.Vertical ? uiVertex.position.y : uiVertex.position.x) - bottomY) / uiElementHeight);
vertexList[i] = uiVertex;
}
}
else
{
for (int i = 0; i < count; i++)
{
uiVertex = vertexList[i];
if (!overwriteAllColor && !CompareCarefully(uiVertex.color, targetGraphic.color))
continue;
switch (gradientDir)
{
case GradientDir.Vertical:
uiVertex.color *= (i % 4 == 0 || (i - 1) % 4 == 0) ? vertex1 : vertex2;
break;
case GradientDir.Horizontal:
uiVertex.color *= (i % 4 == 0 || (i - 3) % 4 == 0) ? vertex1 : vertex2;
break;
case GradientDir.DiagonalLeftToRight:
uiVertex.color *= (i % 4 == 0) ? vertex1 : ((i - 2) % 4 == 0 ? vertex2 : Color.Lerp(vertex2, vertex1, 0.5f));
break;
case GradientDir.DiagonalRightToLeft:
uiVertex.color *= ((i - 1) % 4 == 0) ? vertex1 : ((i - 3) % 4 == 0 ? vertex2 : Color.Lerp(vertex2, vertex1, 0.5f));
break;
}
vertexList[i] = uiVertex;
}
}
// 在合成mesh
using (VertexHelper vertexHelper2 = new VertexHelper ())
{
vertexHelper2.AddUIVertexTriangleStream (vertexList);
vertexHelper2.FillMesh (mesh);
}
}
private bool CompareCarefully(Color col1, Color col2)
{
if (Mathf.Abs(col1.r - col2.r) < 0.003f && Mathf.Abs(col1.g - col2.g) < 0.003f && Mathf.Abs(col1.b - col2.b) < 0.003f && Mathf.Abs(col1.a - col2.a) < 0.003f)
return true;
return false;
}
}
public enum GradientMode
{
Global,
Local
}
public enum GradientDir
{
Vertical,
Horizontal,
DiagonalLeftToRight,
DiagonalRightToLeft
//Free
}
//enum color mode Additive, Multiply, Overwrite
}
9、UIWindowBase 挂上之后, 可以拖动UI元素
using System;
using UnityEngine.EventSystems;
namespace UnityEngine.UI.Extensions
{
///
/// Includes a few fixes of my own, mainly to tidy up duplicates, remove unneeded stuff and testing. (nothing major, all the crew above did the hard work!)
///
[RequireComponent(typeof(RectTransform))]
[AddComponentMenu("UI/Extensions/UI Window Base")]
public class UIWindowBase : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
RectTransform m_transform = null;
private bool _isDragging = false;
public static bool ResetCoords = false;
private Vector3 m_originalCoods = Vector3.zero;
private Canvas m_canvas;
private RectTransform m_canvasRectTransform;
public int KeepWindowInCanvas = 5; // # of pixels of the window that must stay inside the canvas view.
// Use this for initialization
void Start()
{
m_transform = GetComponent();
m_originalCoods = m_transform.position;
m_canvas = GetComponentInParent
10、FlowLayoutGroup 一种布局组件
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
///
/// Layout Group controller that arranges children in rows, fitting as many on a line until total width exceeds parent bounds
///
[AddComponentMenu("Layout/Extensions/Flow Layout Group")]
public class FlowLayoutGroup : LayoutGroup
{
public float Spacing = 0f;
public bool ChildForceExpandWidth = false;
public bool ChildForceExpandHeight = false;
private float _layoutHeight;
public override void CalculateLayoutInputHorizontal()
{
base.CalculateLayoutInputHorizontal();
var minWidth = GetGreatestMinimumChildWidth() + padding.left + padding.right;
SetLayoutInputForAxis(minWidth, -1, -1, 0);
}
public override void SetLayoutHorizontal()
{
SetLayout(rectTransform.rect.width, 0, false);
}
public override void SetLayoutVertical()
{
SetLayout(rectTransform.rect.width, 1, false);
}
public override void CalculateLayoutInputVertical()
{
_layoutHeight = SetLayout(rectTransform.rect.width, 1, true);
}
protected bool IsCenterAlign
{
get
{
return childAlignment == TextAnchor.LowerCenter || childAlignment == TextAnchor.MiddleCenter ||
childAlignment == TextAnchor.UpperCenter;
}
}
protected bool IsRightAlign
{
get
{
return childAlignment == TextAnchor.LowerRight || childAlignment == TextAnchor.MiddleRight ||
childAlignment == TextAnchor.UpperRight;
}
}
protected bool IsMiddleAlign
{
get
{
return childAlignment == TextAnchor.MiddleLeft || childAlignment == TextAnchor.MiddleRight ||
childAlignment == TextAnchor.MiddleCenter;
}
}
protected bool IsLowerAlign
{
get
{
return childAlignment == TextAnchor.LowerLeft || childAlignment == TextAnchor.LowerRight ||
childAlignment == TextAnchor.LowerCenter;
}
}
///
/// Holds the rects that will make up the current row being processed
///
private readonly IList _rowList = new List();
///
/// Main layout method
///
/// Width to calculate the layout with
/// 0 for horizontal axis, 1 for vertical
/// If true, sets the layout input for the axis. If false, sets child position for axis
public float SetLayout(float width, int axis, bool layoutInput)
{
var groupHeight = rectTransform.rect.height;
// Width that is available after padding is subtracted
var workingWidth = rectTransform.rect.width - padding.left - padding.right;
// Accumulates the total height of the rows, including spacing and padding.
var yOffset = IsLowerAlign ? (float)padding.bottom : (float)padding.top;
var currentRowWidth = 0f;
var currentRowHeight = 0f;
for (var i = 0; i < rectChildren.Count; i++) {
// LowerAlign works from back to front
var index = IsLowerAlign ? rectChildren.Count - 1 - i : i;
var child = rectChildren[index];
var childWidth = LayoutUtility.GetPreferredSize(child, 0);
var childHeight = LayoutUtility.GetPreferredSize(child, 1);
// Max child width is layout group with - padding
childWidth = Mathf.Min(childWidth, workingWidth);
// If adding this element would exceed the bounds of the row,
// go to a new line after processing the current row
if (currentRowWidth + childWidth > workingWidth) {
currentRowWidth -= Spacing;
// Process current row elements positioning
if (!layoutInput) {
var h = CalculateRowVerticalOffset(groupHeight, yOffset, currentRowHeight);
LayoutRow(_rowList, currentRowWidth, currentRowHeight, workingWidth, padding.left, h, axis);
}
// Clear existing row
_rowList.Clear();
// Add the current row height to total height accumulator, and reset to 0 for the next row
yOffset += currentRowHeight;
yOffset += Spacing;
currentRowHeight = 0;
currentRowWidth = 0;
}
currentRowWidth += childWidth;
_rowList.Add(child);
// We need the largest element height to determine the starting position of the next line
if (childHeight > currentRowHeight) {
currentRowHeight = childHeight;
}
currentRowWidth += Spacing;
}
if (!layoutInput) {
var h = CalculateRowVerticalOffset(groupHeight, yOffset, currentRowHeight);
// Layout the final row
LayoutRow(_rowList, currentRowWidth, currentRowHeight, workingWidth, padding.left, h, axis);
}
_rowList.Clear();
// Add the last rows height to the height accumulator
yOffset += currentRowHeight;
yOffset += IsLowerAlign ? padding.top : padding.bottom;
if (layoutInput) {
if(axis == 1)
SetLayoutInputForAxis(yOffset, yOffset, -1, axis);
}
return yOffset;
}
private float CalculateRowVerticalOffset(float groupHeight, float yOffset, float currentRowHeight)
{
float h;
if (IsLowerAlign) {
h = groupHeight - yOffset - currentRowHeight;
} else if (IsMiddleAlign) {
h = groupHeight*0.5f - _layoutHeight * 0.5f + yOffset;
} else {
h = yOffset;
}
return h;
}
protected void LayoutRow(IList contents, float rowWidth, float rowHeight, float maxWidth, float xOffset, float yOffset, int axis)
{
var xPos = xOffset;
if (!ChildForceExpandWidth && IsCenterAlign)
xPos += (maxWidth - rowWidth) * 0.5f;
else if (!ChildForceExpandWidth && IsRightAlign)
xPos += (maxWidth - rowWidth);
var extraWidth = 0f;
if (ChildForceExpandWidth) {
extraWidth = (maxWidth - rowWidth)/_rowList.Count;
}
for (var j = 0; j < _rowList.Count; j++) {
var index = IsLowerAlign ? _rowList.Count - 1 - j : j;
var rowChild = _rowList[index];
var rowChildWidth = LayoutUtility.GetPreferredSize(rowChild, 0) + extraWidth;
var rowChildHeight = LayoutUtility.GetPreferredSize(rowChild, 1);
if (ChildForceExpandHeight)
rowChildHeight = rowHeight;
rowChildWidth = Mathf.Min(rowChildWidth, maxWidth);
var yPos = yOffset;
if (IsMiddleAlign)
yPos += (rowHeight - rowChildHeight) * 0.5f;
else if (IsLowerAlign)
yPos += (rowHeight - rowChildHeight);
if (axis == 0)
SetChildAlongAxis(rowChild, 0, xPos, rowChildWidth);
else
SetChildAlongAxis(rowChild, 1, yPos, rowChildHeight);
xPos += rowChildWidth + Spacing;
}
}
public float GetGreatestMinimumChildWidth()
{
var max = 0f;
for (var i = 0; i < rectChildren.Count; i++) {
var w = LayoutUtility.GetMinWidth(rectChildren[i]);
max = Mathf.Max(w, max);
}
return max;
}
}
}
11、CurvedText 让文本按照曲线进行显示
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
///
/// Curved text.让文本按照曲线进行显示 【注意对Image的变形 也是可以的】
/// 说明: 对Text的操作就和 shadow 和 outline 组件类似。
///
// [RequireComponent(typeof(Text), typeof(RectTransform))]
[AddComponentMenu("UI/Effects/Extensions/Curved Text")]
public class CurvedText : BaseMeshEffect
{
// 曲线类型
public AnimationCurve curveForText = AnimationCurve.Linear(0, 0, 1, 10);
// 曲线程度
public float curveMultiplier = 1;
private RectTransform rectTrans;
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
if (curveForText[0].time != 0)
{
var tmpRect = curveForText[0];
tmpRect.time = 0;
curveForText.MoveKey(0, tmpRect);
}
if (rectTrans == null)
rectTrans = GetComponent();
if (curveForText[curveForText.length - 1].time != rectTrans.rect.width)
OnRectTransformDimensionsChange();
}
#endif
protected override void Awake()
{
base.Awake();
rectTrans = GetComponent();
OnRectTransformDimensionsChange();
}
protected override void OnEnable()
{
base.OnEnable();
rectTrans = GetComponent();
OnRectTransformDimensionsChange();
}
///
/// Modifies the mesh. 最重要的重载函数
///
/// Mesh.
public override void ModifyMesh(/*List verts*/Mesh mesh)
{
if (!IsActive())
return;
// 从mesh 得到 顶点集
List verts = new List ();
using (VertexHelper vertexHelper = new VertexHelper (mesh))
{
vertexHelper.GetUIVertexStream (verts);
}
// 顶点的 y值按曲线变换
for (int index = 0; index < verts.Count; index++)
{
var uiVertex = verts[index];
//Debug.Log ();
uiVertex.position.y += curveForText.Evaluate(rectTrans.rect.width * rectTrans.pivot.x + uiVertex.position.x) * curveMultiplier;
verts[index] = uiVertex;
}
// 在合成mesh
using (VertexHelper vertexHelper2 = new VertexHelper ())
{
vertexHelper2.AddUIVertexTriangleStream (verts);
vertexHelper2.FillMesh (mesh);
}
}
protected override void OnRectTransformDimensionsChange()
{
var tmpRect = curveForText[curveForText.length - 1];
tmpRect.time = rectTrans.rect.width;
curveForText.MoveKey(curveForText.length - 1, tmpRect);
}
}
}
12、CanvasGroupActivator
Canvas Groups Activator 激活编辑器窗口,显示和隐藏CanvasGroup。
using UnityEditor;
namespace UnityEngine.UI.Extensions
{
public class CanvasGroupActivator : EditorWindow
{
[MenuItem("Window/UI/Extensions/Canvas Groups Activator")]
public static void InitWindow()
{
EditorWindow.GetWindow();
}
CanvasGroup[] canvasGroups;
void OnEnable()
{
ObtainCanvasGroups();
}
void OnFocus()
{
ObtainCanvasGroups();
}
void ObtainCanvasGroups()
{
canvasGroups = GameObject.FindObjectsOfType();
}
void OnGUI()
{
if (canvasGroups == null)
{
return;
}
GUILayout.Space(10f);
GUILayout.Label("Canvas Groups");
for (int i = 0; i < canvasGroups.Length; i++)
{
if (canvasGroups[i] == null) { continue; }
bool initialActive = false;
if (canvasGroups[i].alpha == 1.0f)
initialActive = true;
bool active = EditorGUILayout.Toggle(canvasGroups[i].name, initialActive);
if (active != initialActive)
{
//If deactivated and initially active
if (!active && initialActive)
{
//Deactivate this
canvasGroups[i].alpha = 0f;
canvasGroups[i].interactable = false;
canvasGroups[i].blocksRaycasts = false;
}
//If activated and initially deactive
else if (active && !initialActive)
{
//Deactivate all others and activate this
HideAllGroups();
canvasGroups[i].alpha = 1.0f;
canvasGroups[i].interactable = true;
canvasGroups[i].blocksRaycasts = true;
}
}
}
GUILayout.Space(5f);
if (GUILayout.Button("Show All"))
{
ShowAllGroups();
}
if (GUILayout.Button("Hide All"))
{
HideAllGroups();
}
}
void ShowAllGroups()
{
foreach (var group in canvasGroups)
{
if (group != null)
{
group.alpha = 1.0f;
group.interactable = true;
group.blocksRaycasts = true;
}
}
}
void HideAllGroups()
{
foreach (var group in canvasGroups)
{
if (group != null)
{
group.alpha = 0;
group.interactable = false;
group.blocksRaycasts = false;
}
}
}
}
}
13、BestFitOutline 跟 Outline功能相似
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Effects/Extensions/BestFit Outline")]
public class BestFitOutline : Shadow
{
protected BestFitOutline ()
{
}
public override void ModifyMesh (/*List verts*/Mesh mesh)
{
if (!this.IsActive ())
{
return;
}
// 从mesh 得到 顶点集
List verts = new List ();
using (VertexHelper vertexHelper = new VertexHelper (mesh))
{
vertexHelper.GetUIVertexStream (verts);
}
Text foundtext = GetComponent();
float best_fit_adjustment = 1f;
if (foundtext && foundtext.resizeTextForBestFit)
{
best_fit_adjustment = (float)foundtext.cachedTextGenerator.fontSizeUsedForBestFit / (foundtext.resizeTextMaxSize-1); //max size seems to be exclusive
}
int start = 0;
int count = verts.Count;
base.ApplyShadow (verts, base.effectColor, start, verts.Count, base.effectDistance.x*best_fit_adjustment, base.effectDistance.y*best_fit_adjustment);
start = count;
count = verts.Count;
base.ApplyShadow (verts, base.effectColor, start, verts.Count, base.effectDistance.x*best_fit_adjustment, -base.effectDistance.y*best_fit_adjustment);
start = count;
count = verts.Count;
base.ApplyShadow (verts, base.effectColor, start, verts.Count, -base.effectDistance.x*best_fit_adjustment, base.effectDistance.y*best_fit_adjustment);
start = count;
count = verts.Count;
base.ApplyShadow (verts, base.effectColor, start, verts.Count, -base.effectDistance.x*best_fit_adjustment, -base.effectDistance.y*best_fit_adjustment);
// 在合成mesh
using (VertexHelper vertexHelper2 = new VertexHelper ())
{
vertexHelper2.AddUIVertexTriangleStream (verts);
vertexHelper2.FillMesh (mesh);
}
}
}
}
在下一篇文章中介绍到:
14、AimerInputModule
15、HSVPicker
16、SelectionBox
17、Accordion
18、BoundTooltip
19、ComboBox