unity 图片排序 外部读取图片并轮播

在unity当中经常会出现图片过多,如果手动排序要耗费太长时间,这种情况下就可以通过脚本来完成排序功能,这种时候就可以通过在程序前添加[ExecuteInEditMode],然后运行程序,图片就会自动排列好,并且在关闭运行后,图片不会恢复原点。
代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using DG.Tweening;
using UnityEngine.EventSystems;
using System.Globalization;
[ExecuteInEditMode]
public class xunhuanbofang : MonoBehaviour
{
public RectTransform[] image;
public int num = 1;
public void Awake()
{
paixu();
}
public void paixu()
{
image[0].GetComponent().localPosition = new Vector3(0, 0, 0);
for (num = 1; num <= image.Length; num++)
{
image[num].GetComponent().localPosition = new Vector3(image[num - 1].GetComponent().localPosition.x + 1280, 0 , 0);
}
}
}

关于外部读取图片轮播
代码:using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;

public class LUNbo : MonoBehaviour {
[Header(“读取到的图片数量”)]
private int ImageNumber;
[Header(“需要轮播的图片列表”)]
public List _texture2Ds;
public RectTransform[] image;
public float offset = 1280;
public Image tupian;
public GameObject weizhi;
public Texture2D[] t2d;
public Sprite[] sprite;

private void Awake()
{
    _texture2Ds = new List<Texture2D>(Resources.LoadAll<Texture2D>("Photo"));
    ImageNumber = _texture2Ds.Count;
    t2d = new Texture2D[ImageNumber];
    sprite = new Sprite[ImageNumber];
    image = new RectTransform[ImageNumber];
    Quaternion shipRotation = Quaternion.Euler(Random.Range(0, 0), Random.Range(0, 0), Random.Range(0, 0));//设置生成物体的随机角度
    List<List<Sprite>> spriteOneList = new List<List<Sprite>>();
    Debug.Log(ImageNumber);
    for (int i = 0; i < ImageNumber; i++)
    {
        Image a = Instantiate(tupian, new Vector3(640, 400, 0), shipRotation);
        a.transform.parent = weizhi.transform;//把实例化的物体放到父物体weizhi之下
        t2d[i] = _texture2Ds[i];
        sprite[i] = Sprite.Create(t2d[i], new Rect(0, 0, 1280, 800), Vector2.zero);
    }
}

// Use this for initialization
void Start () {
   

    for(int i = 0; i < ImageNumber; i++)
    {
       weizhi.transform.GetChild(i).GetComponent<Image>().sprite = sprite[i];
    }
    paixu();
    StartCoroutine(lunbo());
}

// Update is called once per frame
void Update () {


}

public void paixu()
{
    weizhi.transform.GetChild(0).GetComponent<Transform>().localPosition = new Vector3(0, 0, 0);
    for (int num = 1; num <= ImageNumber-1; num++)
    {
        weizhi.transform.GetChild(num).GetComponent<Transform>().localPosition = new Vector3(weizhi.transform.GetChild(num-1).GetComponent<Transform>().localPosition.x + 1280, 0, 0);
    }
}


public void Move()
{
    for (int i = 0; i < ImageNumber; i++)
    {
        if (weizhi.transform.GetChild(i).localPosition.x <= -offset * (image.Length - 1))
        {
            weizhi.transform.GetChild(i).localPosition = new Vector3(offset, 0, 0);
        }
        weizhi.transform.GetChild(i).DOLocalMoveX(weizhi.transform.GetChild(i).localPosition.x - offset, 1f);
    }
}

IEnumerator lunbo()
{
    for (; ; )
    {
        yield return new WaitForSeconds(2f);
        Debug.Log("aha");
        Move();
        yield return new WaitForSeconds(2f);
    }
}

}

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