Unity——FariyGUI

1.创建新项目

2.导入素材

主工具栏  

测工具栏

属性面板

自定义字体

将当前物体作为锚点

新建动画

将ui导入到Unity中并且初始化

        GRoot.inst.SetContentScaleFactor(1920,1080);
        UIPackage.AddPackage("FGUI/Test01/Package03");
        GComponent component = UIPackage.CreateObject("Package03", "Component1").asCom ;
        GRoot.inst.AddChild(component);

实现简单的播放动画的UI

注:如果出现两层渲染就将主摄像机的UI渲染关闭

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FairyGUI;

public class FairyGUIText : MonoBehaviour
{
    private GComponent mainUI;
    private GComponent bossCom;

    
    void Start()
    {
        startUI();
        
        bossCom = UIPackage.CreateObject("Package03", "Component2").asCom;
        mainUI.GetChild("n0").onClick.Add(() => { BossUI(bossCom); });
    }

   

    /// <summary>
    /// 跳转到第二页
    /// </summary>
    /// <param name="targetCom">第二页</param>
    public void BossUI(GComponent targetCom)
    {      
        mainUI.GetChild("n0").visible = false;
        mainUI.GetChild("n1").visible = false;
        GRoot.inst.AddChild(targetCom);
        Transition t = targetCom.GetTransition("t0");
        t.Play(()=> {
            //播放完返回第一页
            mainUI.GetChild("n0").visible = true;
            mainUI.GetChild("n1").visible = true;
            GRoot.inst.RemoveChild(targetCom);
        });
       
    }

    /// <summary>
    /// 初始化UI
    /// </summary>
    public void startUI()
    {
        GRoot.inst.SetContentScaleFactor(1920, 1080);
        UIPackage.AddPackage("FGUI/Test01/Package03");
        GComponent component = UIPackage.CreateObject("Package03", "Component1").asCom;
        GRoot.inst.AddChild(component);
        mainUI = component;
    }
}

改变UI上的数字

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FairyGUI;

public class FGUITest02 : MonoBehaviour
{
    private GComponent startUI;
    private GComponent AttackUI;
    private float startValue = 10000;
    private float endValue;

    
    void Start()
    {
        startPlayerUI();
        AttackUI = UIPackage.CreateObject("package04", "AttackUI").asCom;
        AttackUI.GetTransition("t0").SetHook("AddValue", AddAttackValue);
        startUI.GetChild("n0").onClick.Add(() => { AddAttackUI(AttackUI); });
    }

   
    void Update()
    {
        
    }

    /// <summary>
    /// 出现按钮画面
    /// </summary>
    public void startPlayerUI()
    {
        GRoot.inst.SetContentScaleFactor(1920, 1080);
        UIPackage.AddPackage("FGUI/Test02/package04");
        startUI = UIPackage.CreateObject("package04", "playerUI").asCom;
        GRoot.inst.AddChild(startUI);
    }

    public void AddAttackUI(GComponent AddAttackUIPlayer)
    {
        startUI.GetChild("n0").visible = false;
        GRoot.inst.AddChild(AddAttackUIPlayer);
        Transition t = AddAttackUIPlayer.GetTransition("t0");



        int add = Random.Range(1000, 3000);
        endValue = startValue + add;
        startValue = endValue;
        AttackUI.GetChild("n2").text = startValue.ToString();
        AttackUI.GetChild("n3").text = add.ToString();

        t.Play(() =>
        {
            startUI.GetChild("n0").visible = true;
            AttackUI.GetChild("n3").visible = true;
            GRoot.inst.RemoveChild(AddAttackUIPlayer);
        });
    }

    public void AddAttackValue()
    {       
        AttackUI.GetChild("n3").visible = false;
    }
}

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