好吧,我已经知道Unity本身具有Sprite Swap功能,但是我希望它在更改图像时可以单击,而仅当它关闭打开的窗口或单击时才返回旧图像。再次在图标上,我尝试了几种方法,所以我转向了一个帮助对象
答案 0 :(得分:0)
视频链接:-https://youtu.be/-H7j3vdKl8A。
如果您不理解github,请访问github。 https://github.com/NareshBisht/Unity-UI-Shop-Select-2-UI-object-at-same-time/blob/master/ButtonAnimationHold.cs
谢谢。
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
//*************************Script to select one "Category(say Weapon)" UI Button till anathor category button(say Vehicles) is pressed.********************************//
/*
* Steps to be followed to make this script work
* Select All the Category Buttons (for example:- Suppose u r builiding a shop UI then Select all Category button Like Helics, Weapons -- refer to video link above;
* Now tag all these category button as same (say UI_CategoryButtons).
* Attach this script to all the UI_category button.
* the script will aotomatically add Button, Animator, Image component to the Ui Gameobjects.
* now select Animation in Transition tab.
* now press the Auto genrate Animation in Button component tab.
* now, set Transition from Animation to none in button Tab.
* Now, Do the above step for Sub category UI element too (for eg do for Apache, Tiger, f-22 etc which is the sub category of Helics --- refer video)
* open Animation window and Animate ur Ui elements.
* ur good to go now.
*/
[RequireComponent(typeof(Button))]
[RequireComponent(typeof(Animator))]
[RequireComponent(typeof(Image))]
public class ButtonAnimationHold : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
{
public float TransitionTime = 0.3f; //Time taken to transition from one animation state to anathor.
private Animator MyAnim; //reference to animator attacted to the UI gameObject.
private void Start()
{
MyAnim = GetComponent<Animator>();
PlayNoramlState(); //Playing normal state at beginning.
}
public void HighlightThisButton_UnhighlightRest() //called when button is pressed (Called by OnPointerClick() defined below)
{
string TagOfPressedButton = gameObject.tag; //the tag of the button pressed by user.
foreach (Button button in gameObject.GetComponentInParent<Transform>().root.gameObject.GetComponentsInChildren<Button>()) //searching the gameobject with tag as in TagOfPressedButton inside the canvas which contain all UI element.
{ //we search inside Canvas to improve perf.
if(button.gameObject.tag == TagOfPressedButton && button.gameObject != this.gameObject) //selecting gameobjects with same tag(tag of button which was pressed) execpt the one which was pressed and then playing normal state in all selected GO.
{
button.gameObject.GetComponent<ButtonAnimationHold>().PlayNoramlState(); //Playing normal state in all UI gameObject with same tag except the one which called it.
}
}
MyAnim.Play("Pressed"); //Playing Pressed state in the UI element that was pressed.
}
public void PlayNoramlState()
{
MyAnim.CrossFadeInFixedTime("Normal", TransitionTime); //smoothly transitioning to Normal state;
}
public void OnPointerEnter(PointerEventData eventData) //Called when pointer hover over the Ui elemnt;
{
if(MyAnim.GetCurrentAnimatorStateInfo(0).IsName("Normal")) //Playing highlighted state only when it is in normal state and not when it is in Pressed state.
{
MyAnim.CrossFadeInFixedTime("Highlighted", TransitionTime); //smoothly transitioning to Highlighted state;
}
}
public void OnPointerExit(PointerEventData eventData)
{
if (MyAnim.GetCurrentAnimatorStateInfo(0).IsName("Highlighted") || MyAnim.GetCurrentAnimatorStateInfo(0).IsName("Normal")) //Playing Normal state only when it is in Highlighted state and not when it is in Pressed state
{
MyAnim.CrossFadeInFixedTime("Normal", TransitionTime); //smoothly transitioning to Normal state;
}
}
public void OnPointerClick(PointerEventData eventData) //called when button is pressed that is pointer down and pointer up both have to be done over button
{
HighlightThisButton_UnhighlightRest();
}
}
//video link
//https://youtu.be/-H7j3vdKl8A