Unity从脚本创建UI控件

时间:2016-12-17 01:24:33

标签: c# unity3d toggle unity5

我通过代码创建了一个切换但不会显示。 此外,我无法改变文本字段的位置。 我尝试了很多,没有任何作用。这是我目前的版本,也许你看错了。

我是Unity的新手,这非常困难。

public class Game : MonoBehaviour 
{

    public GameObject canvas;

    void Start () 
    {
        GameObject newGO = new GameObject("myTextGO");
        newGO.transform.SetParent(this.transform);
        newGO.transform.position = new Vector3(0, 0, 0);

        Text myText = newGO.AddComponent<Text>();
        myText.text = "Ta-dah!";
        Font ArialFont =  
           (Font)Resources.GetBuiltinResource(typeof(Font),"Arial.ttf");
        myText.font = ArialFont;
        myText.material = ArialFont.material;
        myText.color = Color.black;
        myText.transform.position = new Vector3(0, 10, 0);

        GameObject secGO = new GameObject("myGO");
        secGO.transform.SetParent(this.transform);
        Toggle myToggle = secGO.AddComponent<Toggle>();
        myToggle.isOn = true;
        myToggle.transform.position = new Vector3(10, 10, 0);
    }
}

1 个答案:

答案 0 :(得分:8)

你应该让Toggle成为Canvas的孩子。您没有在代码中执行此操作。此外,您移动了一个UI组件和GameObject,而newGO.GetComponent<RectTransform>().anchoredPosition3D不是newGO.transform.position

在Unity中创建完整的UI控件有三种方法:

1.使用DefaultControls API生成它(简单和推荐)

使用DefaultControls类,Unity将创建提供的UI,然后返回UI的父级。这是最简单和推荐的方法。 它需要DefaultControls.Resources作为参数,以便您可以在创建默认UI控件时提供要使用的精灵。

按钮:

public GameObject canvas;
void Start()
{
    DefaultControls.Resources uiResources = new DefaultControls.Resources();
    //Set the Button Background Image someBgSprite;
    uiResources.standard = someBgSprite;
    GameObject uiButton = DefaultControls.CreateButton(uiResources);
    uiButton.transform.SetParent(canvas.transform, false);
}

切换:

public GameObject canvas;
void Start()
{
    DefaultControls.Resources uiResources = new DefaultControls.Resources();
    //Set the Toggle Background Image someBgSprite;
    uiResources.background = someBgSprite;
    //Set the Toggle Checkmark Image someCheckmarkSprite;
    uiResources.checkmark = someCheckmarkSprite;
    GameObject uiToggle = DefaultControls.CreateToggle(uiResources);
    uiToggle.transform.SetParent(canvas.transform, false);
}

滑块:

public GameObject canvas;
void Start()
{
    DefaultControls.Resources uiResources = new DefaultControls.Resources();
    //Set the Slider Background Image someBgSprite;
    uiResources.background = someBgSprite;
    //Set the Slider Fill Image someFillSprite;
    uiResources.standard = someFillSprite;
    //Set the Slider Knob Image someKnobSprite;
    uiResources.knob = someKnobSprite;
    GameObject uiSlider = DefaultControls.CreateSlider(uiResources);
    uiSlider.transform.SetParent(canvas.transform, false);
}

面板:

public GameObject canvas;
void Start()
{
    DefaultControls.Resources uiResources = new DefaultControls.Resources();
    //Set the Panel Background Image someBgSprite;
    uiResources.background = someBgSprite;
    GameObject uiPanel = DefaultControls.CreatePanel(uiResources);
    uiPanel.transform.SetParent(canvas.transform, false);
}

InputField:

public GameObject canvas;
void Start()
{
    DefaultControls.Resources uiResources = new DefaultControls.Resources();
    //Set the InputField Background Image someBgSprite;
    uiResources.inputField = someBgSprite;
    GameObject uiInputField = DefaultControls.CreateInputField(uiResources);
    uiInputField.transform.SetParent(canvas.transform, false);
    uiInputField.transform.GetChild(0).GetComponent<Text>().font = (Font)Resources.GetBuiltinResource(typeof(Font), "Arial.ttf");
}

下拉:

public GameObject canvas;
void Start()
{
    DefaultControls.Resources uiResources = new DefaultControls.Resources();
    //Set the Dropdown Background and Handle Image someBgSprite;
    uiResources.standard = someBgSprite;
    //Set the Dropdown Scrollbar Background Image someScrollbarSprite;
    uiResources.background = someScrollbarSprite;
    //Set the Dropdown Image someDropDownSprite;
    uiResources.dropdown = someDropDownSprite;
    //Set the Dropdown Image someCheckmarkSprite;
    uiResources.checkmark = someCheckmarkSprite;
    //Set the Dropdown Viewport Mask Image someMaskSprite;
    uiResources.mask = someMaskSprite;
    GameObject uiDropdown = DefaultControls.CreateDropdown(uiResources);
    uiDropdown.transform.SetParent(canvas.transform, false);
}

UI控件的其余部分:

public static GameObject CreateImage(Resources resources);
public static GameObject CreateRawImage(Resources resources);
public static GameObject CreateScrollbar(Resources resources);
public static GameObject CreateScrollView(Resources resources);
public static GameObject CreateText(Resources resources);

3.Via prefab和Instantiate

此方法要求您已创建UI并将其保存为预制件,然后您可以在需要时Instantiate使用UI。

从编辑器创建Toggle控件,然后将其另存为预制件。删除原始的。然后,您可以在运行期间Instantiate Toggle控制预制件,并根据需要进行定位或缩放。

public GameObject canvas;
public GameObject togglePrefab;

void Start()
{
    GameObject uiToggle = Instantiate(togglePrefab) as GameObject;
    uiToggle.transform.SetParent(canvas.transform, false);
    //Move to another position?
    uiToggle.GetComponent<RectTransform>().anchoredPosition3D = new Vector3(...,...,...);
    //Re-scale?
    uiToggle.GetComponent<RectTransform>().localScale = new Vector3(...,...,...);
}

2.Piece by Piece(Hard)

首先从编辑器创建UI,然后在编辑器中研究附加到它的层次结构和组件,并通过代码重现它。

游戏物体 - &GT; UI - &GT; 切换

例如,这就是Toggle的样子:

enter image description here

1 。创建一个切换 GameObject,然后将其作为 Canvas 的子项。

2 。创建背景 GameObject,然后将其作为 Toggle GameObject的子项。

3 。创建一个 Checkmark GameObject,然后将其作为 Background GameObject的子项。

4 。创建一个 Label GameObject,然后将其作为 Toggle GameObject的子项。

5 。现在将ImageTextToggle等组件附加到每个GameObject中,就像它出现在编辑器中一样。

在代码中:

public GameObject canvas;

void Start()
{
    makeToggle();
}

void makeToggle()
{
    GameObject toggleObj = createToggleObj(canvas);
    GameObject bgObj = createBackgroundObj(toggleObj);
    GameObject checkMarkObj = createCheckmarkObj(bgObj);
    GameObject labelObj = createLabelObj(toggleObj);
    attachAllComponents(toggleObj, bgObj, checkMarkObj, labelObj);
}

//1.Create a *Toggle* GameObject then make it child of the *Canvas*.
GameObject createToggleObj(GameObject cnvs)
{
    GameObject toggle = new GameObject("Toggle");
    toggle.transform.SetParent(cnvs.transform);
    toggle.layer = LayerMask.NameToLayer("UI");
    return toggle;
}

//2.Create a Background GameObject then make it child of the Toggle GameObject.
GameObject createBackgroundObj(GameObject toggle)
{
    GameObject bg = new GameObject("Background");
    bg.transform.SetParent(toggle.transform);
    bg.layer = LayerMask.NameToLayer("UI");
    return bg;
}

//3.Create a Checkmark GameObject then make it child of the Background GameObject.
GameObject createCheckmarkObj(GameObject bg)
{
    GameObject chmk = new GameObject("Checkmark");
    chmk.transform.SetParent(bg.transform);
    chmk.layer = LayerMask.NameToLayer("UI");
    return chmk;
}

//4.Create a Label GameObject then make it child of the Toggle GameObject.
GameObject createLabelObj(GameObject toggle)
{
    GameObject lbl = new GameObject("Label");
    lbl.transform.SetParent(toggle.transform);
    lbl.layer = LayerMask.NameToLayer("UI");
    return lbl;
}

//5.Now attach components like Image, Text and Toggle to each GameObject like it appears in the Editor.
void attachAllComponents(GameObject toggle, GameObject bg, GameObject chmk, GameObject lbl)
{
    //Attach Text to label
    Text txt = lbl.AddComponent<Text>();
    txt.text = "Toggle";
    Font arialFont =
    (Font)Resources.GetBuiltinResource(typeof(Font), "Arial.ttf");
    txt.font = arialFont;
    txt.lineSpacing = 1;
    txt.color = new Color(50 / 255, 50 / 255, 50 / 255, 255 / 255);
    RectTransform txtRect = txt.GetComponent<RectTransform>();
    txtRect.anchorMin = new Vector2(0, 0);
    txtRect.anchorMax = new Vector2(1, 1);
    //txtRect.y

    //Attach Image Component to the Checkmark
    Image chmkImage = chmk.AddComponent<Image>();
    chmkImage.sprite = (Sprite)AssetDatabase.GetBuiltinExtraResource(typeof(Sprite), "UI/Skin/Checkmark.psd");
    chmkImage.type = Image.Type.Simple;

    //Attach Image Component to the Background
    Image bgImage = bg.AddComponent<Image>();
    bgImage.sprite = (Sprite)AssetDatabase.GetBuiltinExtraResource(typeof(Sprite), "UI/Skin/UISprite.psd");
    bgImage.type = Image.Type.Sliced;
    RectTransform bgRect = txt.GetComponent<RectTransform>();
    bgRect.anchorMin = new Vector2(0, 1);
    bgRect.anchorMax = new Vector2(0, 1);

    //Attach Toggle Component to the Toggle
    Toggle toggleComponent = toggle.AddComponent<Toggle>();
    toggleComponent.transition = Selectable.Transition.ColorTint;
    toggleComponent.targetGraphic = bgImage;
    toggleComponent.isOn = true;
    toggleComponent.toggleTransition = Toggle.ToggleTransition.Fade;
    toggleComponent.graphic = chmkImage;
    toggle.GetComponent<RectTransform>().anchoredPosition3D = new Vector3(0, 0, 0);
}

方法#3 是最难的方法,所以你应该避免它。方法#1 在这种情况下应该没问题。