Unity改变GUI颜色/滑块颜色/标签颜色

时间:2016-12-01 15:03:03

标签: user-interface unity3d

我有一个小型模拟的Settingsscript。

相机的BackgroundColor是黑色的。当我有一个带有Label的GUI.Horizo​​ntalSlider时,我需要更改Slidercolor。否则你看不太清楚。

有人可以告诉我在哪里以及如何设置这些颜色? “ContentColor”,“BackgroundColor”无法正常工作..

我的代码:

 private int planetObjectsCount = 1;          // number of objects in the next scene
private int skyObjectsCount = 1;            // number of objects in the next scene
private int spaceObjectsCount = 1;          // number of objects in the next scene

private void OnGUI()
{
    GUI.color = SetGUIColor(); // Give GUI Elements a default Color

    planetObjectsCount = Mathf.RoundToInt(GUI.HorizontalSlider(GetGuiRect(Screen.width / 2, Screen.height * 2 / 8), planetObjectsCount, 1, 300));        // The Slider Element - store the value
    skyObjectsCount = Mathf.RoundToInt(GUI.HorizontalSlider(GetGuiRect(Screen.width / 2, Screen.height * 4 / 8), skyObjectsCount, 1, 100));             // The Slider Element - store the value
    spaceObjectsCount = Mathf.RoundToInt(GUI.HorizontalSlider(GetGuiRect(Screen.width / 2, Screen.height * 6 / 8), spaceObjectsCount, 1, 100));         // The Slider Element - store the value

    GUI.Label(GetGuiRect(Screen.width / 2, Screen.height * 3 / 8), "Objects on the Planet: " + planetObjectsCount.ToString());          // The Label for the Slider
    GUI.Label(GetGuiRect(Screen.width / 2, Screen.height * 5 / 8), "Objects in the Sky: " + skyObjectsCount.ToString());                // The Label for the Slider
    GUI.Label(GetGuiRect(Screen.width / 2, Screen.height * 7 / 8), "Objects in Space: " + spaceObjectsCount.ToString());                // The Label for the Slider

    if (GUI.Button(GetGuiRect(Screen.width * 0.85f, Screen.height / 2), "Build"))               // Menu Button
    {
        PlayerPrefs.SetInt("planetObjectsCount", planetObjectsCount);                   // Store the values to the PlayerPrefs
        PlayerPrefs.SetInt("skyObjectsCount", skyObjectsCount);                             // Store the values to the PlayerPrefs
        PlayerPrefs.SetInt("spaceObjectsCount", spaceObjectsCount);                     // Store the values to the PlayerPrefs
        LoadScene("Ingame");                                                                // Load the simulation
    }

    if (GUI.Button(GetGuiRect(Screen.width * 0.15f, Screen.height / 2), "Back"))        // Menu Button
    {
        LoadScene("MainMenu");                                                              // Back to MainMenu
    }
}

internal Rect GetGuiRect(float xPos, float yPos)                // Return a Rectangle for GUI Elements
{   
    float rectWidth = Screen.width / 5;
    float rectHeight = Screen.height / 10;

    xPos -= rectWidth / 2;
    yPos -= rectHeight / 2;

    return new Rect(xPos, yPos, rectWidth, rectHeight);
}

internal Color SetGUIColor()                                    // Set the GUI Color
{
    return Color.cyan;
}

1 个答案:

答案 0 :(得分:0)

不太确定你想要什么。 但我相信您会使用GUIStyleGUISkin来解决您的问题。 通过GUIStyle,您可以更改许多属性,如您将使用的字体及其颜色。因此,您创建它并设置GUI组件以使用它。例如,在GUILabel,您可以将GUIStyle作为第三个参数传递:

public static void Label(Rect position, string text, GUIStyle style);

GUISkin是这些GUIStyles的集合,分为所有UI组件,因此您可以创建一个全新的UI样式。

但是,我认为你应该知道Unity还提供了一个整体UI system,你可以在不需要代码的情况下抽搐,而且坦率地说比使用OnGUI更好。举例来说,以下是Unity手册的链接,教导如何使用它创建SliderLabel