我有一个计时器,我作为在Rect上面渲染的Texture2D绘制到屏幕上。问题是,我无法弄清楚如何让屏幕上的其他元素出现在其上方或下方。目前,它完全取决于所有内容,但我需要在其上显示菜单。
希望这不会遗漏任何相关信息。我不得不删除大量涉及计时器填充和场景其他元素的代码。
using UnityEngine;
using System.Collections;
using System;
using UnityEngine.UI;
public class Timer : MonoBehaviour {
public float timerWidth; // X coordinate for all timers' placement.
public float timerHeight; // Y coordinate for timer's placement.
Rect timeBarRect; // The bar coordinates.
Rect blankBarRect; // The blank bar coordinates.
Texture2D timeTexture; // Color of bar when it is filling.
Texture2D blankBarTexture; // Bar that has yet to be filled.
void Start (){
timerHeight = 1.528f;
timerWidth = 4.54f;
cam = (GameObject.FindWithTag("MainCamera").GetComponent<Camera>()) as Camera;
blankBarRect = new Rect(0, 0, Screen.width / 3, Screen.height / 50);
timeBarRect = new Rect(0, 0, Screen.width / 3, Screen.height / 50);
timeTexture = new Texture2D (1, 1);
timeTexture.SetPixel(0,0, Color.green);
timeTexture.Apply();
blankBarTexture = new Texture2D (1, 1);
blankBarTexture.SetPixel(0,0, Color.black);
blankBarTexture.Apply();
}
void Update ()
{
timeBarRect.x = cam.pixelWidth / timerWidth;
timeBarRect.y = cam.pixelHeight / timerHeight;
blankBarRect.x = cam.pixelWidth / timerWidth;
blankBarRect.y = cam.pixelHeight / timerHeight;
}
void OnGUI(){
blankBarRect.width = (Screen.width * .1f);
GUI.DrawTexture (blankBarRect, blankBarTexture);
timeBarRect.width = ((Screen.width * .1f));
GUI.DrawTexture (timeBarRect, timeTexture);
}
}
答案 0 :(得分:1)
删除此:
void OnGUI(){
blankBarRect.width = (Screen.width * .1f);
GUI.DrawTexture (blankBarRect, blankBarTexture);
timeBarRect.width = ((Screen.width * .1f));
GUI.DrawTexture (timeBarRect, timeTexture);
}
在Canvas
下的场景层次结构中创建一个RawImage GameObjecthttp://docs.unity3d.com/Manual/script-RawImage.html
然后您可以使用FindWithTag()
和GetComponent<RawImage>()
来获取组件并使用您自己的纹理设置其Texture属性