自适应Image与Text
为什么要写这个
因为Unity自带的自适应功能限制性太大,想自己对UI做一些事情,挂上Unity自带的自适应基本上啥都干不了.
自己写的只会在调用时进行自适应
自适应之前
自适应之后
上代码
加载出来的图片可能与Image的宽高不符,用这个代码可以解决
/// <summary>
/// 自适应Image,不考虑高度,如果图片比父物体要宽,图片将会自适应
/// </summary>
/// <param name="mImage"></param>
/// <param name="mIsAdaptHeight">是否进行高度自适应,有滑动条可忽略</param>
/// <param name="mSize">缩放倍数</param>
public static void AdaptiveUIImage( this Image mImage, bool mIsAdaptHeight = false, float mSize = 0.95f)
{
if (mImage.type != Image.Type.Simple)
return;
mImage.SetNativeSize ();
if (mImage.rectTransform.sizeDelta.x > mImage.rectTransform.parent.GetComponent<RectTransform> ().sizeDelta.x)
{
float w = mImage.rectTransform.parent.GetComponent<RectTransform> ().sizeDelta.x / mImage.rectTransform.sizeDelta.x;
//Debug.Log ("图片宽:" + f + "%");
mImage.rectTransform.sizeDelta = new Vector2 (mImage.rectTransform.sizeDelta.x * w, mImage.rectTransform.sizeDelta.y * w) * mSize;
}
if (mIsAdaptHeight)
{
if (mImage.rectTransform.sizeDelta.y > mImage.rectTransform.parent.GetComponent<RectTransform> ().sizeDelta.y)
{
float h = mImage.rectTransform.parent.GetComponent<RectTransform> ().sizeDelta.y / mImage.rectTransform.sizeDelta.y;
//Debug.Log ("图片宽:" + f + "%");
mImage.rectTransform.sizeDelta = new Vector2 (mImage.rectTransform.sizeDelta.x * h, mImage.rectTransform.sizeDelta.y * h) * mSize;
}
}
}
需要改变内容的Text宽高也有可能与实际的Text内容大小不符,用这个可以完美解决
/// <summary>
/// 自适应Text,不考虑宽度(宽度可自定义),如果txt数量过多导致显示不出来下一行,可自适应高度
/// </summary>
/// <param name="mText">text</param>
public static void AdaptiveUIText( this Text mText, bool mIsAdaptWide = false, float mSize = 0.95f )
{
if (mIsAdaptWide)
{
mText.rectTransform.sizeDelta = new Vector2 (mText.transform.parent.GetComponent<RectTransform>().sizeDelta.x* mSize, mText.rectTransform.sizeDelta.y);
}
mText.rectTransform.sizeDelta = new Vector2 (mText.rectTransform.sizeDelta.x, mText.preferredHeight);
}
AdaptiveUI 这个方法功能比较全,父物体下的所有UI都会自适应,可以向左向右中间对齐,可以调整UI之间的间隔距离
完整代码:
using UnityEngine;
using UnityEngine.UI;
public enum AnchorPresets
{
TopLeft,
TopCenter,
TopRight,
MiddleLeft,
MiddleCenter,
MiddleRight,
BottomLeft,
BottonCenter,
BottomRight,
BottomStretch,
VertStretchLeft,
VertStretchRight,
VertStretchCenter,
HorStretchTop,
HorStretchMiddle,
HorStretchBottom,
StretchAll
}
public enum PivotPresets
{
TopLeft,
TopCenter,
TopRight,
MiddleLeft,
MiddleCenter,
MiddleRight,
BottomLeft,
BottomCenter,
BottomRight,
}
public enum UILocation
{
左,
中,
右
}
public static class UIUtil
{
/// <summary>
/// 自适应Image,不考虑高度,如果图片比父物体要宽,图片将会自适应
/// </summary>
/// <param name="mImage"></param>
/// <param name="mIsAdaptHeight">是否进行高度自适应,有滑动条可忽略</param>
/// <param name="mSize">缩放倍数</param>
public static void AdaptiveUIImage( this Image mImage, bool mIsAdaptHeight = false, float mSize = 0.95f)
{
if (mImage.type != Image.Type.Simple)
return;
mImage.SetNativeSize ();
if (mImage.rectTransform.sizeDelta.x > mImage.rectTransform.parent.GetComponent<RectTransform> ().sizeDelta.x)
{
float w = mImage.rectTransform.parent.GetComponent<RectTransform> ().sizeDelta.x / mImage.rectTransform.sizeDelta.x;
//Debug.Log ("图片宽:" + f + "%");
mImage.rectTransform.sizeDelta = new Vector2 (mImage.rectTransform.sizeDelta.x * w, mImage.rectTransform.sizeDelta.y * w) * mSize;
}
if (mIsAdaptHeight)
{
if (mImage.rectTransform.sizeDelta.y > mImage.rectTransform.parent.GetComponent<RectTransform> ().sizeDelta.y)
{
float h = mImage.rectTransform.parent.GetComponent<RectTransform> ().sizeDelta.y / mImage.rectTransform.sizeDelta.y;
//Debug.Log ("图片宽:" + f + "%");
mImage.rectTransform.sizeDelta = new Vector2 (mImage.rectTransform.sizeDelta.x * h, mImage.rectTransform.sizeDelta.y * h) * mSize;
}
}
}
/// <summary>
/// 自适应Text,不考虑宽度(宽度可自定义),如果txt数量过多导致显示不出来下一行,可自适应高度
/// </summary>
/// <param name="mText">text</param>
public static void AdaptiveUIText( this Text mText, bool mIsAdaptWide = false, float mSize = 0.95f )
{
if (mIsAdaptWide)
{
mText.rectTransform.sizeDelta = new Vector2 (mText.transform.parent.GetComponent<RectTransform>().sizeDelta.x* mSize, mText.rectTransform.sizeDelta.y);
}
mText.rectTransform.sizeDelta = new Vector2 (mText.rectTransform.sizeDelta.x, mText.preferredHeight);
}
/// <summary>
/// UI自适应(子物体锚点不允许为Stretch模式)
/// </summary>
/// <param name="mUIParent">父物体</param>
/// <param name="mUILocation">自适应位置</param>
/// <param name="mGap">间隔距离</param>
/// <param name="mAlterUIParent">父物体是否跟随子物体调整大小</param>
public static void AdaptiveUI( this RectTransform mUIParent, UILocation mUILocation = UILocation.中, float mGap = 10f, bool mAlterUIParent = true )
{
#region 锚点固定左上角
foreach (RectTransform item in mUIParent)
{
item.SetAnchor (AnchorPresets.TopLeft);
}
#endregion
RectTransform UIItem = null;
foreach (Transform item in mUIParent.transform)
{
if (!item.gameObject.activeSelf)
continue;
#region 自适应Text与Image
Image image = item.GetComponent<Image> ();
Text text = item.GetComponent<Text> ();
if (image)
AdaptiveUIImage (image);
if (text)
AdaptiveUIText (text,true);
#endregion
if (UIItem == null)
{
UIItem = item.GetComponent<RectTransform> ();
UIItem.anchoredPosition = new Vector2 (UIItem.anchoredPosition.x, ( UIItem.sizeDelta.y / -2 ));
}
else
{
float itemx = item.GetComponent<RectTransform> ().anchoredPosition.x;
float itemy = UIItem.anchoredPosition.y - ( item.GetComponent<RectTransform> ().sizeDelta.y / 2 ) - ( UIItem.sizeDelta.y / 2 );
item.GetComponent<RectTransform> ().anchoredPosition = new Vector2 (itemx, itemy);
UIItem = item.GetComponent<RectTransform> ();
}
SetUILocation (mUIParent, item.GetComponent<RectTransform> (), mUILocation, mGap);
}
//设置父物体的长度
if (mAlterUIParent)
{
float mUIParent_Y = ( UIItem.anchoredPosition.y * -1 ) + ( UIItem.sizeDelta.y / 2 );
mUIParent.sizeDelta = new Vector2 (mUIParent.sizeDelta.x, mUIParent_Y + mGap);
//mUIParent.SetPivot (PivotPresets.TopCenter);
//mUIParent.SetAnchor ( AnchorPresets.TopLeft);
}
}
static void SetUILocation( RectTransform mUIParent, RectTransform mTaggetUI, UILocation mUILocation, float mGap )
{
float mTaggetUI_X = 0;
float mTaggetUI_Y = mTaggetUI.anchoredPosition.y - mGap;
switch (mUILocation)
{
case UILocation.左:
mTaggetUI_X = mTaggetUI.sizeDelta.x / 2 + mGap;
break;
case UILocation.中:
mTaggetUI_X = mUIParent.sizeDelta.x / 2;
break;
case UILocation.右:
mTaggetUI_X = mUIParent.sizeDelta.x - ( mTaggetUI.sizeDelta.x / 2 ) - mGap;
break;
}
mTaggetUI.anchoredPosition = new Vector2 (mTaggetUI_X, mTaggetUI_Y);
}
public static void SetAnchor( this RectTransform source, AnchorPresets allign, int offsetX = 0, int offsetY = 0 )
{
source.anchoredPosition = new Vector3 (offsetX, offsetY, 0);
switch (allign)
{
case ( AnchorPresets.TopLeft ):
{
source.anchorMin = new Vector2 (0, 1);
source.anchorMax = new Vector2 (0, 1);
break;
}
case ( AnchorPresets.TopCenter ):
{
source.anchorMin = new Vector2 (0.5f, 1);
source.anchorMax = new Vector2 (0.5f, 1);
break;
}
case ( AnchorPresets.TopRight ):
{
source.anchorMin = new Vector2 (1, 1);
source.anchorMax = new Vector2 (1, 1);
break;
}
case ( AnchorPresets.MiddleLeft ):
{
source.anchorMin = new Vector2 (0, 0.5f);
source.anchorMax = new Vector2 (0, 0.5f);
break;
}
case ( AnchorPresets.MiddleCenter ):
{
source.anchorMin = new Vector2 (0.5f, 0.5f);
source.anchorMax = new Vector2 (0.5f, 0.5f);
break;
}
case ( AnchorPresets.MiddleRight ):
{
source.anchorMin = new Vector2 (1, 0.5f);
source.anchorMax = new Vector2 (1, 0.5f);
break;
}
case ( AnchorPresets.BottomLeft ):
{
source.anchorMin = new Vector2 (0, 0);
source.anchorMax = new Vector2 (0, 0);
break;
}
case ( AnchorPresets.BottonCenter ):
{
source.anchorMin = new Vector2 (0.5f, 0);
source.anchorMax = new Vector2 (0.5f, 0);
break;
}
case ( AnchorPresets.BottomRight ):
{
source.anchorMin = new Vector2 (1, 0);
source.anchorMax = new Vector2 (1, 0);
break;
}
case ( AnchorPresets.HorStretchTop ):
{
source.anchorMin = new Vector2 (0, 1);
source.anchorMax = new Vector2 (1, 1);
break;
}
case ( AnchorPresets.HorStretchMiddle ):
{
source.anchorMin = new Vector2 (0, 0.5f);
source.anchorMax = new Vector2 (1, 0.5f);
break;
}
case ( AnchorPresets.HorStretchBottom ):
{
source.anchorMin = new Vector2 (0, 0);
source.anchorMax = new Vector2 (1, 0);
break;
}
case ( AnchorPresets.VertStretchLeft ):
{
source.anchorMin = new Vector2 (0, 0);
source.anchorMax = new Vector2 (0, 1);
break;
}
case ( AnchorPresets.VertStretchCenter ):
{
source.anchorMin = new Vector2 (0.5f, 0);
source.anchorMax = new Vector2 (0.5f, 1);
break;
}
case ( AnchorPresets.VertStretchRight ):
{
source.anchorMin = new Vector2 (1, 0);
source.anchorMax = new Vector2 (1, 1);
break;
}
case ( AnchorPresets.StretchAll ):
{
source.anchorMin = new Vector2 (0, 0);
source.anchorMax = new Vector2 (1, 1);
break;
}
}
}
public static void SetPivot( this RectTransform source, PivotPresets preset )
{
switch (preset)
{
case ( PivotPresets.TopLeft ):
{
source.pivot = new Vector2 (0, 1);
break;
}
case ( PivotPresets.TopCenter ):
{
source.pivot = new Vector2 (0.5f, 1);
break;
}
case ( PivotPresets.TopRight ):
{
source.pivot = new Vector2 (1, 1);
break;
}
case ( PivotPresets.MiddleLeft ):
{
source.pivot = new Vector2 (0, 0.5f);
break;
}
case ( PivotPresets.MiddleCenter ):
{
source.pivot = new Vector2 (0.5f, 0.5f);
break;
}
case ( PivotPresets.MiddleRight ):
{
source.pivot = new Vector2 (1, 0.5f);
break;
}
case ( PivotPresets.BottomLeft ):
{
source.pivot = new Vector2 (0, 0);
break;
}
case ( PivotPresets.BottomCenter ):
{
source.pivot = new Vector2 (0.5f, 0);
break;
}
case ( PivotPresets.BottomRight ):
{
source.pivot = new Vector2 (1, 0);
break;
}
}
}
}
用的时候特别简单
想要自适应的UI父物体或单独的UI调用对应的方法就可以了
public class UITest : MonoBehaviour
{
public RectTransform UIParent;
public Image UIImage;
public Text UIText;
void Awake()
{
UIParent.AdaptiveUI ();
UIImage.AdaptiveUIImage ();
UIText.AdaptiveUIText ();
}
}