孙广东 2015.5.11
在此文章中我们将制作一个泛型的MODAL窗口 (Yes, No, Maybeso, Cancel) 在那里我们可以把内容和动作push到窗口中,这个窗口可以在我们的游戏的任何地方使用,按钮被按下时事件工作。
涉及到的代码:
using UnityEngine;
using System.Collections;
public class BringToFront : MonoBehaviour {
void OnEnable () {
transform.SetAsLastSibling ();
}
}
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
using System.Collections;
// This script will be updated in Part 2 of this 2 part series.
public class ModalPanel : MonoBehaviour {
public Text question;
public Image iconImage;
public Button yesButton;
public Button noButton;
public Button cancelButton;
public GameObject modalPanelObject;
private static ModalPanel modalPanel;
public static ModalPanel Instance () {
if (!modalPanel) {
modalPanel = FindObjectOfType(typeof (ModalPanel)) as ModalPanel;
if (!modalPanel)
Debug.LogError ("There needs to be one active ModalPanel script on a GameObject in your scene.");
}
return modalPanel;
}
// Yes/No/Cancel: A string, a Yes event, a No event and Cancel event
public void Choice (string question, UnityAction yesEvent, UnityAction noEvent, UnityAction cancelEvent) {
modalPanelObject.SetActive (true);
yesButton.onClick.RemoveAllListeners();
yesButton.onClick.AddListener (yesEvent);
yesButton.onClick.AddListener (ClosePanel);
noButton.onClick.RemoveAllListeners();
noButton.onClick.AddListener (noEvent);
noButton.onClick.AddListener (ClosePanel);
cancelButton.onClick.RemoveAllListeners();
cancelButton.onClick.AddListener (cancelEvent);
cancelButton.onClick.AddListener (ClosePanel);
this.question.text = question;
this.iconImage.gameObject.SetActive (false);
yesButton.gameObject.SetActive (true);
noButton.gameObject.SetActive (true);
cancelButton.gameObject.SetActive (true);
}
void ClosePanel () {
modalPanelObject.SetActive (false);
}
}
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class DisplayManager : MonoBehaviour {
public Text displayText;
public float displayTime;
public float fadeTime;
private IEnumerator fadeAlpha;
private static DisplayManager displayManager;
public static DisplayManager Instance () {
if (!displayManager) {
displayManager = FindObjectOfType(typeof (DisplayManager)) as DisplayManager;
if (!displayManager)
Debug.LogError ("There needs to be one active DisplayManager script on a GameObject in your scene.");
}
return displayManager;
}
public void DisplayMessage (string message) {
displayText.text = message;
SetAlpha ();
}
void SetAlpha () {
if (fadeAlpha != null) {
StopCoroutine (fadeAlpha);
}
fadeAlpha = FadeAlpha ();
StartCoroutine (fadeAlpha);
}
IEnumerator FadeAlpha () {
Color resetColor = displayText.color;
resetColor.a = 1;
displayText.color = resetColor;
yield return new WaitForSeconds (displayTime);
while (displayText.color.a > 0) {
Color displayColor = displayText.color;
displayColor.a -= Time.deltaTime / fadeTime;
displayText.color = displayColor;
yield return null;
}
yield return null;
}
}
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
using System.Collections;
// This script will be updated in Part 2 of this 2 part series.
public class TestModalWindow : MonoBehaviour {
private ModalPanel modalPanel;
private DisplayManager displayManager;
private UnityAction myYesAction;
private UnityAction myNoAction;
private UnityAction myCancelAction;
void Awake () {
modalPanel = ModalPanel.Instance ();
displayManager = DisplayManager.Instance ();
myYesAction = new UnityAction (TestYesFunction);
myNoAction = new UnityAction (TestNoFunction);
myCancelAction = new UnityAction (TestCancelFunction);
}
// Send to the Modal Panel to set up the Buttons and Functions to call
public void TestYNC () {
modalPanel.Choice ("Do you want to spawn this sphere?", TestYesFunction, TestNoFunction, TestCancelFunction);
// modalPanel.Choice ("Would you like a poke in the eye?\nHow about with a sharp stick?", myYesAction, myNoAction, myCancelAction);
}
// These are wrapped into UnityActions
void TestYesFunction () {
displayManager.DisplayMessage ("Heck yeah! Yup!");
}
void TestNoFunction () {
displayManager.DisplayMessage ("No way, José!");
}
void TestCancelFunction () {
displayManager.DisplayMessage ("I give up!");
}
}
说说别的:
Resolution & Device Independence
PlayerSettings :
iPhone6 Plus:具备1920x1080分辨率
在一个比例下的分辨率通过 牟定的概念可以 打开适配,如16:9
明显在四个角落上的元素直接牟定在对应的脚上即可!
正中间就定在正中间。
上下左右就定在对应的上下左右。
但是屏幕变小时依然会出现很大的问题:
接下来要登场的是:Canvas Scaler 组件
这样,当屏幕大小发生变化后,UI不再是简单的牟定了,会随着变大变小。
Creating a Scene Selection Menu
场景更改后要切换声音:MonoBehaviour中的
void OnLevelWasLoaded(int level)
{
if (level == 2)
{
source.clip = level2Music;
source.Play ();
}
}
异步加载场景:
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class ClickToLoadAsync : MonoBehaviour {
public Slider loadingBar;
public GameObject loadingImage;
private AsyncOperation async;
public void ClickAsync(int level)
{
loadingImage.SetActive(true);
StartCoroutine(LoadLevelWithBar(level));
}
IEnumerator LoadLevelWithBar (int level)
{
async = Application.LoadLevelAsync(level);
while (!async.isDone)
{
loadingBar.value = async.progress;
yield return null;
}
}
}