我正在尝试在游戏中的角色上方放置画布,以显示有关其动画/健康状况的一些信息,以便对其进行调试。 我正在通过代码完成所有这些操作。
因此,我首先将GameObject添加到角色。 然后,将Canvas添加到此GameObject。 这很好。
然后我向该GameObject添加一个“面板”,并将图像放入其中。我想将此图像用作将要显示的文本的背景。
我似乎无法使Panel的尺寸完全适合Canvas GameObject。
文字相同。
我在这里做什么错了?
非常感谢您。
private void pCreateCanvas() { GameObject nCanvasGO =新的GameObject(“ CanvasContainer”); nCanvasGO.transform.SetParent(_ThisCharacter.transform); //将游戏对象与角色配对
Canvas nCanvas = nCanvasGO.AddComponent<Canvas>();//Adding a canvas to a Gameobject will automatically change the Transform to a RectTransform
nCanvas.renderMode = RenderMode.WorldSpace;
nCanvasGO.AddComponent<CanvasScaler>();
nCanvasGO.AddComponent<GraphicRaycaster>();
//CanvasContainer's RectTransform
RectTransform rtCanvasGO = nCanvasGO.GetComponent<RectTransform>();// Adding a canvas to a Gameobject will automatically change the Transform to a RectTransform
rtCanvasGO.localScale = new Vector3(0.01f, 0.01f, 1f); //scale it down so that it fits in the scene
rtCanvasGO.rotation = Quaternion.Euler(0, 180, 0);//rotate it so that it faces me
rtCanvasGO.localPosition = new Vector3(0, 2, 0); //y=2 m (place the canvas game object 2 metres of the character's feet = over it's head)
rtCanvasGO.anchorMin = new Vector2(0, 0);
rtCanvasGO.anchorMax = new Vector2(0, 0);
rtCanvasGO.sizeDelta = new Vector2(100, 10);
GameObject nPanelGO = new GameObject("Panel");
nPanelGO.transform.SetParent(nCanvasGO.transform, false);//parent it to the nCanvasGO
nPanelGO.AddComponent<RectTransform>();//wird benötigt, bisher ist es nur ein Transform, kein RectTransform (das Anchor usw. hat)
nPanelGO.AddComponent<CanvasRenderer>();
//PanelContainer's RectTransform
RectTransform rtPanelGO = nPanelGO.GetComponent<RectTransform>();
rtPanelGO.localPosition = new Vector3(0, 0, 0);
rtPanelGO.anchorMin = new Vector2(0, 0);
rtPanelGO.anchorMax = new Vector2(1, 1);
rtPanelGO.pivot = new Vector2(0, 0);
rtPanelGO.localScale = new Vector3(1, 1, 1);
rtPanelGO.sizeDelta = new Vector2(100, 10);
Image nImage = nPanelGO.AddComponent<Image>();
nImage.color = Color.red;
GameObject nTextGO = new GameObject("TextHolder");
nTextGO.transform.SetParent(nPanelGO.transform, false);//make it a child of its own
_text = nTextGO.AddComponent<Text>();
Font ArialFont = (Font)Resources.GetBuiltinResource(typeof(Font), "Arial.ttf");
_text.font = ArialFont;
_text.material = ArialFont.material;
//Text's RectTransform
RectTransform rtText = _text.GetComponent<RectTransform>();
//rtText.localPosition = Not sure what to do here
rtText.anchorMin = new Vector2(0, 0);
rtText.anchorMax = new Vector2(0, 0);
rtText.pivot = new Vector2(0, 0);
rtText.localScale = new Vector3(1, 1, 1);
rtText.sizeDelta = new Vector2(100, 10);
rtText.localPosition = new Vector3(-50, 0, 0);
}
答案 0 :(得分:1)
代替
rtPanelGO.anchorMin = new Vector2(0, 0);
rtPanelGO.anchorMax = new Vector2(1, 1);
尝试
rtPanelGO.offsetMin= new Vector2(0, 0);
rtPanelGO.offsetMax = new Vector2(0, 0);
更新: 关键是要使用recttransform,当然,请记住,对其进行的某些更改不会影响创建它的框架。您可以尝试等待一帧,然后在将画布和所有游戏对象有效添加到场景后将所有更改应用于面板。例如,使用协程。
有关设置顶部和底部偏移的更多信息,请参阅团结论坛上的https://forum.unity.com/threads/setting-top-and-bottom-on-a-recttransform.265415。
UPDATE2: 再来说说这种方法: https://docs.unity3d.com/ScriptReference/RectTransform.SetInsetAndSizeFromParentEdge.html