2019独角兽企业重金招聘Python工程师标准>>>
Unity开发NGUI代码实现ScrollView(滚动视图)
下载NGUI包 导入NGUI3.9.1版本package
- 链接: http://pan.baidu.com/s/1mgksPBU 密码: bacy
创建MainCameraScript.cs脚本 MainCameraScript.cs
using UnityEngine; using System.Collections; public class MainCameraScript : MonoBehaviour { // Use this for initialization void Start () {
} // Update is called once per frame void Update () {
}
}
创建NGUI根节点的方法
private GameObject Window{ set; get;} void CreateUI() { //创建根节点 this.Window = NGUITools.CreateUI(false).gameObject;
}
在Window上添加滚动子视图
void CreateUI()
{ //创建根节点 this.Window = NGUITools.CreateUI(false).gameObject; //在根节点上创建一个UIScrollView子控件 UIScrollView scrollView = NGUITools.AddChild<UIScrollView>
(this.Window);
}
在滚动视图上添加Grid表格调整布局
void CreateUI()
{ //创建根节点 this.Window = NGUITools.CreateUI(false).gameObject; //在根节点上创建一个UIScrollView子控件 UIScrollView scrollView = NGUITools.AddChild<UIScrollView>
(this.Window); //在滚动视图上添加UIGrid子控件,来调整布局 UIGrid grid = NGUITools.AddChild<UIGrid>
(scrollView.gameObject); //设置grid表格的布局方向 grid.arrangement = UIGrid.Arrangement.Horizontal;
grid.cellWidth = 100.0f;
grid.cellHeight = 100.0f;
grid.animateSmoothly = false;
}
添加创建Label的方法
/// /// 创建一个小Label控件 /// /// The label item.
UILabel CreateLabelItem(string name,GameObject parent)
{ //创建一个Lalel控件 UILabel label = NGUITools.AddChild
(parent); //修改Label的字体及颜色 Font f = (Font)Resources.Load ("Arial", typeof(Font)); label.bitmapFont = NGUITools.AddMissingComponent
(label.gameObject); label.bitmapFont.dynamicFont = f; label.color = Color.red; //设置Label要显示的文字 label.text = name; //添加滚动ScrollView时要用到的碰撞器和脚本 label.autoResizeBoxCollider = true;
NGUITools.AddMissingComponent
(label.gameObject);
NGUITools.AddMissingComponent
(label.gameObject); //重新调整碰撞器的大小 label.ResizeCollider (); return label;
}
在Grid上添加10个Label控件
void CreateUI()
{ //创建根节点 this.Window = NGUITools.CreateUI(false).gameObject; //在根节点上创建一个UIScrollView子控件 UIScrollView scrollView = NGUITools.AddChild<UIScrollView>
(this.Window); //在滚动视图上添加UIGrid子控件,来调整布局 UIGrid grid = NGUITools.AddChild<UIGrid>
(scrollView.gameObject); //设置grid表格的布局方向 grid.arrangement = UIGrid.Arrangement.Horizontal;
grid.cellWidth = 100.0f;
grid.cellHeight = 100.0f;
grid.animateSmoothly = false; //在Grid表格上添加20个Label对象 for (int i = 0; i < 10; i++)
{
CreateLabelItem (Random.Range (100, 999).ToString(), grid.gameObject);
} //重新排版 grid.Reposition ();
}
整个MainCameraScript.cs的代码如下
using UnityEngine; using System.Collections; public class MainCameraScript : MonoBehaviour { private GameObject Window{ set; get;} void CreateUI() { //创建根节点 this.Window = NGUITools.CreateUI(false).gameObject; //在根节点上创建一个UIScrollView子控件 UIScrollView scrollView = NGUITools.AddChild
(this.Window); //在滚动视图上添加UIGrid子控件,来调整布局 UIGrid grid = NGUITools.AddChild
(scrollView.gameObject); //设置grid表格的布局方向 grid.arrangement = UIGrid.Arrangement.Horizontal;
grid.cellWidth = 100.0f;
grid.cellHeight = 100.0f;
grid.animateSmoothly = false; //在Grid表格上添加20个Label对象 for (int i = 0; i < 10; i++)
{
CreateLabelItem (Random.Range (100, 999).ToString(), grid.gameObject);
} //重新排版 grid.Reposition ();
} /// /// 创建一个小Label控件 /// /// The label item. UILabel CreateLabelItem(string name,GameObject parent) { //创建一个Lalel控件 UILabel label = NGUITools.AddChild
(parent); //修改Label的字体及颜色 Font f = (Font)Resources.Load ("Arial", typeof(Font));
label.bitmapFont = NGUITools.AddMissingComponent
(label.gameObject);
label.bitmapFont.dynamicFont = f;
label.color = Color.red; //设置Label要显示的文字 label.text = name; //添加滚动ScrollView时要用到的碰撞器和脚本 label.autoResizeBoxCollider = true;
NGUITools.AddMissingComponent
(label.gameObject);
NGUITools.AddMissingComponent
(label.gameObject); //重新调整碰撞器的大小 label.ResizeCollider (); return label;
} // Use this for initialization void Start () {
CreateUI ();
} // Update is called once per frame void Update () {
}
}
效果如下