我想做的事情是编写一个可以在onGUI()方法中调用的方法。
我写了这个方法。但是,当我运行程序时,方法没有显示效果。
private void ShowSubPartsOnClick(float x, float y, float widthLABEL, float heigth, HumanBodyPart bodyPart)
{
x = x + 14;
for(int i = 0; i < bodyPart.SubParts.Count; i++)
{
y = y + 14;
GUI.Label(new Rect(x+14,y,widthLABEL,heigth), bodyPart.SubParts[i].EnglishTitle);
if(GUI.Button(new Rect(x, y, 14, heigth),"+"))
{
ShowSubPartsOnClick(x, y, widthLABEL, heigth, bodyPart.SubParts[i]);
}
}
}
}
private void OnGUI()
{
GUI.Label(new Rect(text.transform.position.x+14, text.transform.position.y, text.rectTransform.sizeDelta.x, 14),bodyVisualizer.BodyData.Body.SubParts[0].EnglishTitle);
if(GUI.Button(new Rect(text.transform.position.x, text.transform.position.y, 14, 14), "+"))
{
ShowSubPartsOnClick(text.transform.position.x, text.transform.position.y, text.rectTransform.sizeDelta.x, 14, bodyVisualizer.BodyData.Body.SubParts[0]);
}
}
如何解决此问题或有什么问题?
答案 0 :(得分:2)
这里面临的挑战是必须从GUI.Label
直接调用GUI.Button
和OnGUI
之类的函数才能正常工作:
From Unity Forums:“唯一可以绘制/创建GUI元素的地方是从OnGUI函数内部触发它们。”
鉴于那里的建议,一种解决方案是通过while
循环运行深度优先的迭代搜索。参见所附示例。
话虽如此,我强烈建议使用Unity Canvas而不是OnGUI
。它功能强大得多,并且其编程逻辑并不局限于单个函数。
OnGUI代码段:
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class HumanBodyPart
{
public string EnglishTitle;
public List<HumanBodyPart> SubParts;
public bool IsExpanded;
public int DrawDepth;
public HumanBodyPart(string title, HumanBodyPart[] subParts)
{
this.EnglishTitle = title;
this.SubParts = new List<HumanBodyPart>();
this.SubParts.AddRange(subParts);
this.IsExpanded = false;
this.DrawDepth = 0;
}
}
public class Script : MonoBehaviour
{
[SerializeField]
Text text;
HumanBodyPart mainBodyPart;
private void Start()
{
HumanBodyPart subSubSubBodyPart = new HumanBodyPart("SubSubSubBodyPart", new HumanBodyPart[] { });
HumanBodyPart subSubBodyPart1 = new HumanBodyPart("SubSubBodyPart1", new HumanBodyPart[] { subSubSubBodyPart });
HumanBodyPart subSubBodyPart2 = new HumanBodyPart("SubSubBodyPart2", new HumanBodyPart[] { });
HumanBodyPart subBodyPart = new HumanBodyPart("SubBodyPart", new HumanBodyPart[] { subSubBodyPart1, subSubBodyPart2});
mainBodyPart = new HumanBodyPart("BodyPart", new HumanBodyPart[] { subBodyPart });
UpdateDrawDepths(mainBodyPart);
}
private void UpdateDrawDepths(HumanBodyPart currentBodyPart, int currentDrawDepth=0)
{
currentBodyPart.DrawDepth = currentDrawDepth;
foreach (HumanBodyPart bodyPart in currentBodyPart.SubParts)
{
UpdateDrawDepths(bodyPart, currentDrawDepth + 1);
}
}
private void OnGUI()
{
float spacing = 30;
float x = text.transform.position.x + spacing;
float y = text.transform.position.y;
int drawDepth = 0;
List<HumanBodyPart> nextPartsToRender = new List<HumanBodyPart>(new HumanBodyPart[] { mainBodyPart });
while (nextPartsToRender.Count > 0)
{
HumanBodyPart currentPart = nextPartsToRender[0];
GUI.Label(new Rect(currentPart.DrawDepth * spacing + x, y, 200, 20), currentPart.EnglishTitle);
nextPartsToRender.RemoveAt(0);
if (GUI.Button(new Rect(x - spacing + currentPart.DrawDepth * spacing, y, 20, 20), "+"))
{
currentPart.IsExpanded = true;
}
if (currentPart.IsExpanded)
{
nextPartsToRender.InsertRange(0, currentPart.SubParts);
}
y += spacing;
}
}
}