UGUI

作者:孙广东 2015.5.11 在此感谢作者的无私奉献

在此文章中我们将制作一个泛型的MODAL窗口 (Yes, No, Maybeso, Cancel) 在那里我们可以把内容和动作push到窗口中,这个窗口可以在我们的游戏的任何地方使用,按钮被按下时事件工作。

UGUI

 

涉及到的代码:

using UnityEngine;  

using System.Collections;  

  

public class BringToFront : MonoBehaviour {  

      

    void OnEnable () {  

        transform.SetAsLastSibling ();  

    }  

}  
using UnityEngine;  

using UnityEngine.UI;  

using UnityEngine.Events;  

using System.Collections;  

  

//  This script will be updated in Part 2 of this 2 part series.  

public class ModalPanel : MonoBehaviour {  

      

    public Text question;  

    public Image iconImage;  

    public Button yesButton;  

    public Button noButton;  

    public Button cancelButton;  

    public GameObject modalPanelObject;  

      

    private static ModalPanel modalPanel;  

      

    public static ModalPanel Instance () {  

        if (!modalPanel) {  

            modalPanel = FindObjectOfType(typeof (ModalPanel)) as ModalPanel;  

            if (!modalPanel)  

                Debug.LogError ("There needs to be one active ModalPanel script on a GameObject in your scene.");  

        }  

          

        return modalPanel;  

    }  

      

    // Yes/No/Cancel: A string, a Yes event, a No event and Cancel event  

    public void Choice (string question, UnityAction yesEvent, UnityAction noEvent, UnityAction cancelEvent) {  

        modalPanelObject.SetActive (true);  

          

        yesButton.onClick.RemoveAllListeners();  

        yesButton.onClick.AddListener (yesEvent);  

        yesButton.onClick.AddListener (ClosePanel);  

          

        noButton.onClick.RemoveAllListeners();  

        noButton.onClick.AddListener (noEvent);  

        noButton.onClick.AddListener (ClosePanel);  

          

        cancelButton.onClick.RemoveAllListeners();  

        cancelButton.onClick.AddListener (cancelEvent);  

        cancelButton.onClick.AddListener (ClosePanel);  

          

        this.question.text = question;  

          

        this.iconImage.gameObject.SetActive (false);  

        yesButton.gameObject.SetActive (true);  

        noButton.gameObject.SetActive (true);  

        cancelButton.gameObject.SetActive (true);  

    }  

      

    void ClosePanel () {  

        modalPanelObject.SetActive (false);  

    }  

}  
using UnityEngine;  

using UnityEngine.UI;  

using System.Collections;  

  

public class DisplayManager : MonoBehaviour {  

      

    public Text displayText;  

    public float displayTime;  

    public float fadeTime;  

      

    private IEnumerator fadeAlpha;  

      

    private static DisplayManager displayManager;  

      

    public static DisplayManager Instance () {  

        if (!displayManager) {  

            displayManager = FindObjectOfType(typeof (DisplayManager)) as DisplayManager;  

            if (!displayManager)  

                Debug.LogError ("There needs to be one active DisplayManager script on a GameObject in your scene.");  

        }  

          

        return displayManager;  

    }  

      

    public void DisplayMessage (string message) {  

        displayText.text = message;  

        SetAlpha ();  

    }  

      

    void SetAlpha () {  

        if (fadeAlpha != null) {  

            StopCoroutine (fadeAlpha);  

        }  

        fadeAlpha = FadeAlpha ();  

        StartCoroutine (fadeAlpha);  

    }  

      

    IEnumerator FadeAlpha () {  

        Color resetColor = displayText.color;  

        resetColor.a = 1;  

        displayText.color = resetColor;  

          

        yield return new WaitForSeconds (displayTime);  

          

        while (displayText.color.a > 0) {  

            Color displayColor = displayText.color;  

            displayColor.a -= Time.deltaTime / fadeTime;  

            displayText.color = displayColor;  

            yield return null;  

        }  

        yield return null;  

    }  

}  
using UnityEngine;  

using UnityEngine.UI;  

using UnityEngine.Events;  

using System.Collections;  

  

//  This script will be updated in Part 2 of this 2 part series.  

public class TestModalWindow : MonoBehaviour {  

    private ModalPanel modalPanel;  

    private DisplayManager displayManager;  

      

    private UnityAction myYesAction;  

    private UnityAction myNoAction;  

    private UnityAction myCancelAction;  

      

    void Awake () {  

        modalPanel = ModalPanel.Instance ();  

        displayManager = DisplayManager.Instance ();  

          

        myYesAction = new UnityAction (TestYesFunction);  

        myNoAction = new UnityAction (TestNoFunction);  

        myCancelAction = new UnityAction (TestCancelFunction);  

    }  

      

    //  Send to the Modal Panel to set up the Buttons and Functions to call  

    public void TestYNC () {  

        modalPanel.Choice ("Do you want to spawn this sphere?", TestYesFunction, TestNoFunction, TestCancelFunction);  

        //      modalPanel.Choice ("Would you like a poke in the eye?\nHow about with a sharp stick?", myYesAction, myNoAction, myCancelAction);  

    }  

      

    //  These are wrapped into UnityActions  

    void TestYesFunction () {  

        displayManager.DisplayMessage ("Heck yeah! Yup!");  

    }  

      

    void TestNoFunction () {  

        displayManager.DisplayMessage ("No way, José!");  

    }  

      

    void TestCancelFunction () {  

        displayManager.DisplayMessage ("I give up!");  

    }  

}  

说说别的:

 Resolution & Device Independence

PlayerSettings :

iPhone6 Plus:具备1920x1080分辨率

在一个比例下的分辨率通过 牟定的概念可以 打开适配,如16:9

明显在四个角落上的元素直接牟定在对应的脚上即可! 

正中间就定在正中间。

上下左右就定在对应的上下左右。

但是屏幕变小时依然会出现很大的问题:

 

接下来要登场的是:Canvas Scaler 组件

这样,当屏幕大小发生变化后,UI不再是简单的牟定了,会随着变大变小。

Creating a Scene Selection Menu  

  

场景更改后要切换声音:MonoBehaviour中的   

void OnLevelWasLoaded(int level)  

    {  

        if (level == 2)  

        {  

            source.clip = level2Music;  

            source.Play ();  

        }  

    }  

  

异步加载场景:  

using UnityEngine;  

using System.Collections;  

using UnityEngine.UI;  

  

public class ClickToLoadAsync : MonoBehaviour {  

    public Slider loadingBar;  

    public GameObject loadingImage;  

    private AsyncOperation async;  

    public void ClickAsync(int level)  

    {  

        loadingImage.SetActive(true);  

        StartCoroutine(LoadLevelWithBar(level));  

    }  

    IEnumerator LoadLevelWithBar (int level)  

    {  

        async = Application.LoadLevelAsync(level);  

        while (!async.isDone)  

        {  

            loadingBar.value = async.progress;  

            yield return null;  

        }  

    }  

}  

http://blog.csdn.net/u010019717/article/category/2121975

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