Unity 文字提示,弹出提示,自适应提示内容

转载自:

unity 背包tips 动态增加icon 根据内容背景缩放_落水无痕的博客-CSDN博客

下载:Unity文字提示,弹出提示,自适应提示内容-其它文档类资源-CSDN下载

制作思路,使用Layout Element布局 ,icon与标题横向布局,再与具体内容纵向布局

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
using UnityEngine.EventSystems;
/// <summary>
/// 通用提示框
/// </summary>
public class ToolTipsItem : MonoBehaviour, IPointerEnterHandler,IPointerExitHandler
{
    public string m_BiaoTi = string.Empty;
    [SerializeField, TextArea(3, 10)]
    public string m_NeiRong = string.Empty;
    public bool TakeFromImage;
    public Sprite m_Icon = null;
 
    public void OnPointerEnter(PointerEventData eventData)
    {
 
        ToolTips.Instance.ShowToolTip(true, m_Icon, m_BiaoTi, m_NeiRong);
    }
 
    public void OnPointerExit(PointerEventData eventData)
    {
        ToolTips.Instance.ShowToolTip(false);
    }
}

//对tips文字修改,icon显示,具体实现

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System;
 
public class ToolTips : MonoBehaviour
{
    [Header("Main")]
    [SerializeField] private RectTransform m_Rect = null;
    [SerializeField] private Text m_BiaotiText = null;
    [SerializeField] private Text m_NeirongText = null;
    [SerializeField] private Image m_image = null;
    [Space(5)]
    public References m_References;
 
    private bool m_Show = false;
    private UTTPlaceH H;
    private UTTPlaceV V;
    private Vector2 ContentPosition;
    private Vector2 currentPivot;
    GameObject m_Border;
 
    private static ToolTips instance;
    public static ToolTips Instance
    {
        get
        {
            if (instance == null)
                instance = FindObjectOfType<ToolTips>();
            return instance;
        }
    }
 
    void Awake()
    {
        instance = this;
        m_Border = transform.Find("Content").gameObject;
        m_Border.SetActive(false);
    }
 
    void Update()
    {
        if (!m_Show)
            return;
 
        m_Rect.position = GetMouseRectPosition();
        //Debug.LogError("position" + m_Rect.position);
 
        AnchorPosition();
        LerpPosition();
    }
 
    /// <summary>
    /// 显示tips
    /// </summary>
    /// <param name="b">是否显示tips</param>
    /// <param name="s">icon贴图</param>
    /// <param name="biaoti">标题名</param>
    /// <param name="neirong">主内容</param>
    public void ShowToolTip(bool b, Sprite s = null, string biaoti = "", string neirong = "")
    {
        AnchorPosition();
        LerpPosition();
        m_Show = b;
        CacheSprite = s;
        biaotiText = biaoti;
        neirongText = neirong;
        if (b)
        {
            m_Border.SetActive(true);
            //Invoke("ToolTip", wait);
            ToolTip();
        }
        else
        {
            m_Border.SetActive(false);
            m_Show = b;
        }
    }
 
    private Sprite CacheSprite;
    private string biaotiText;
    private string neirongText;
    void ToolTip()
    {
        m_BiaotiText.text = biaotiText;
        m_NeirongText.text = neirongText;
        if (CacheSprite!=null)
        {
            m_image.gameObject.SetActive(true);
            m_image.sprite = CacheSprite;
        }
        else
        {
            m_image.gameObject.SetActive(false);
        }
        //         LayoutElement[] element = GetComponentsInChildren<LayoutElement>();
        //         if (element.Length > 1)
        //         {
        //             for (int i = 0; i < element.Length; i++)
        //             {
        //                 element[i].CalculateLayoutInputVertical();
        //                 element[i].CalculateLayoutInputHorizontal();
        //             }
        //         }
        //         m_References.ContentLayout.CalculateLayoutInputVertical();
    }
 
 
    void LerpPosition()
    {
        m_Rect.GetChild(0).GetComponent<RectTransform>().pivot = currentPivot;
        m_Rect.GetChild(0).GetComponent<RectTransform>().anchoredPosition = ContentPosition;
    }
 
    //位置更新
    void AnchorPosition()
    {
        Vector3 v = GetMouseRectPosition();
        if (v.x <= (Screen.width *0.5f))
        {
            H = UTTPlaceH.Left;
        }
        else
        {
            H = UTTPlaceH.Right;
        }
 
        if (v.y > (Screen.height*0.5f))
        {
            V = UTTPlaceV.Top;
        }
        else
        {
            V = UTTPlaceV.Botton;
        }
 
        if (V == UTTPlaceV.Top && H == UTTPlaceH.Left)
        {
            m_References.ToolTipBg.sprite = m_References.LeftTopBg;
            SetPivot(0, 1);
        }
        else if (V == UTTPlaceV.Top && H == UTTPlaceH.Right)
        {
            m_References.ToolTipBg.sprite = m_References.RightTopBg;
            SetPivot(1, 1);
        }
        else if (V == UTTPlaceV.Botton && H == UTTPlaceH.Left)
        {
            m_References.ToolTipBg.sprite = m_References.LeftBottonBg;
            SetPivot(0, 0);
        }
        else if (V == UTTPlaceV.Botton && H == UTTPlaceH.Right)
        {
            m_References.ToolTipBg.sprite = m_References.RightBottonBg;
            SetPivot(1, 0);
        }
    }
 
    /// <summary>
    /// 相对偏移量 (手指触碰时不挡住)
    /// </summary>
    /// <param name="x">当前所在x方向</param>
    /// <param name="y">当前所在y方向</param>
    void SetPivot(float x, float y)
    {
        currentPivot = new Vector2(x, y);
        float fiy = (y > 0.5f) ? -120 : 120;
        float fix = (x > 0.5f) ? -30 : 30;
        ContentPosition = new Vector2(fix, fiy);
    }
 
    /// <summary>
    /// 获取当前点击位置
    /// </summary>
    /// <returns></returns>
    public Vector3 GetMouseRectPosition()
    {
        Canvas _Canvas = transform.parent.GetComponent<Canvas>();
        Camera _Cam = Camera.main;
        Vector3 Return = Vector3.zero;
 
        if (_Canvas.renderMode == RenderMode.ScreenSpaceOverlay)
        {
            Vector3 mousePos = Input.mousePosition;
            Return = mousePos;
        }
        else if (_Canvas.renderMode == RenderMode.ScreenSpaceCamera)
        {
            Vector2 tempVector = Vector2.zero;
            RectTransformUtility.ScreenPointToLocalPointInRectangle(_Canvas.transform as RectTransform, Input.mousePosition, _Cam, out tempVector);
            Vector3 point = _Canvas.transform.TransformPoint(tempVector);
            Return = point;
        }
 
        return Return;
    }
 
 
    [System.Serializable]
    public class References
    {
        public LayoutElement ContentLayout;    //布局节点
        public Image ToolTipBg = null;            //tips背景节点
        public Sprite LeftTopBg;                    //tips4个方向的背景图
        public Sprite LeftBottonBg;
        public Sprite RightTopBg;
        public Sprite RightBottonBg;
    }
 
    [System.Serializable]
    public enum UTTPlaceV
    {
        Top,
        Botton,
    }
 
    [System.Serializable]
    public enum UTTPlaceH
    {
        Left,
        Right,
    }
}
 

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 1
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值