有过一个需求需要一个item,两个item,三个item(不一定有多少个子节点)不同情况都要居中
有两个方法解决:
1.只需要在uiscrollview上的resetPosition 设为0.5,调一下resetPosition自动居中
2.如果本身在uiScrollview上就不能这么用了,两个uiscrollview不能重叠嘛。
所以写了个脚本负责计算每个子节点的localposition。
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class CenterChildTransfroms
{
UIAnchor m_anchor;
private Transform m_transform;
private GameObject m_containerGameObject;
private float m_spacing;
public CenterChildTransfroms(Transform transform, GameObject containerGameObject,Camera camera, float spacing =0)
{
m_transform = transform;
m_containerGameObject = containerGameObject;
m_spacing = spacing;
m_anchor = m_transform.GetComponent<UIAnchor>();
if (m_anchor == null)
m_anchor = m_transform.gameObject.AddComponent<UIAnchor>();
m_anchor.uiCamera = camera;
m_anchor.container = containerGameObject;
m_anchor.side = UIAnchor.Side.Center;
m_anchor.enabled = false;
}
public void RepositionChildTransfroms()
{
float totalWidth = 0;
List<Transform> childTrans = new List<Transform>();
List<float> childTransBoundSizeX = new List<float>();
foreach (Transform t in m_transform)
{
if(t.gameObject.activeSelf)
{
childTrans.Add(t);
float width = (NGUIMath.CalculateRelativeWidgetBounds(t).size.x * t.localScale.x) + m_spacing;
totalWidth += width;
childTransBoundSizeX.Add(width);
}
}
if(childTrans.Count > 0)
{
//先计算好第一个transform坐标
childTrans[0].localPosition = new Vector3((-totalWidth / 2 + childTransBoundSizeX[0] / 2), childTrans[0].localPosition.y, childTrans[0].localPosition.z);
for(int i =1;i<childTrans.Count;i++)
{
float lastTransBoundX = childTransBoundSizeX[i - 1] / 2;
float transBoundX = childTransBoundSizeX[i] / 2;
childTrans[i].localPosition = new Vector3(childTrans[i - 1].localPosition.x + lastTransBoundX + transBoundX , childTrans[i].localPosition.y,childTrans[i].localPosition.z);
}
}
CenterTransform();
}
public void CenterTransform()
{
m_anchor.enabled = true;
}
}
这里可以看到使用前是需要传递父节点transform,居中在哪个GameObject的那个gameObject,传入所属UIcamera,和每个子节点之间间隙。
其实也就是在父节点上添加一个锚点UIAnchor,把需要的参数(cotainerGameObject,Camera)塞进去.
计算时先计算总宽,算出并摆放第一个transform的localPosition,之后根据这个坐标进行一个个计算