我通过代码创建了一个切换按钮,但它不会显示。 此外,我无法更改文本字段的位置。 我尝试了很多,但没有任何效果。这是我当前的版本,也许你看到了错误。
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);
}
}
最佳答案
你应该制作 Toggle
Canvas
的 child .你没有在你的代码中这样做。此外,您使用 newGO.GetComponent<RectTransform>().anchoredPosition3D
移动 UI 组件和游戏对象。不是newGO.transform.position
.
有 3 种方法可以在 Unity 中创建完整的 UI 控件:
1.使用 DefaultControls
生成它的 API(简单且推荐)
随着 DefaultControls
类,Unity 将创建提供的 UI,然后返回 UI 的父级。这是执行此操作的最简单和推荐的方法。
需要 DefaultControls.Resources
作为参数,以便您可以提供在创建默认 UI 控件时要使用的 sprite。
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);
}
slider :
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);
}
输入字段:
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");
}
下拉列表:
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);
}
其余的 UI 控件:
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);
2.通过预制和实例化
此方法要求您已创建 UI 并将其保存为预制件,然后您可以 Instantiate
需要时的 UI。
创建一个 Toggle
从编辑器控制,然后将其保存为预制件。删除原来的。然后你可以 Instantiate
Toggle
在运行时控制预制件,并在必要时定位或缩放它。
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(...,...,...);
}
3.Piece by Piece(硬)
为此,您首先从编辑器创建一个 UI,然后在编辑器中研究层次结构和附加到它的组件,并通过代码重现它。
GameObject->UI->切换
例如,这是 Toggle 的样子:
1。创建一个 Toggle 游戏对象,然后将其作为 Canvas 的子对象。
2.创建一个Background GameObject 然后让它成为Toggle GameObject 的子对象。
3.创建一个 Checkmark GameObject,然后将其作为 Background GameObject 的子对象。
4.创建一个 Label 游戏对象,然后将其作为 Toggle 游戏对象的子对象。
5。现在附加组件,如 Image
, Text
和 Toggle
每个游戏对象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 是最难做到这一点的方法,因此您应该避免使用它。方法 #1 在这种情况下应该没问题。
希望这对您有所帮助!
关于c# - Unity 从脚本创建 UI 控件,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/41194515/