1.资源加载案例:
代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
public class LodingPanel : MonoBehaviour {
private Transform _Transform;//存储当前对象的Transform组件信息.
private Image _Center;//存储需要显示进度的图片.
private Text _Num;//存储需要显示进度数值的文本.
private float loadingValue = 0;//记录每次累加的数值.
void Start () {
_Transform = gameObject.GetComponent<Transform>();
_Center = _Transform.Find("Loding/Center").GetComponent<Image>();
_Num = _Transform.Find("Loding/Num").GetComponent<Text>();
_Center.fillAmount = 0;
_Num.text = "";
StartCoroutine("SetLoadingValue");
}
/// <summary>
/// 设置进度条数值.
/// </summary>
IEnumerator SetLoadingValue()
{
while (loadingValue < 0.95f)
{
loadingValue += UnityEngine.Random.Range(0.01f, 0.1f);//随机数值并累加 fillAmount属性取值0-1 .
_Center.fillAmount = loadingValue;
_Num.text = Math.Round(loadingValue, 2) * 100 + "%";//保留两位.
yield return new WaitForSeconds(0.2f);//等待的秒数.
}
_Center.fillAmount = 1;
_Num.text = "100%";
Debug.Log("进度条加载完毕.");
}
}
项目素材地址:链接: https://pan.baidu.com/s/1hQyEzjvQl-_v293UkY0b4g 提取码: m52p 点击链接提取素材
2.游戏签到案例:
以下是各个UI元素布局结构图:
把Item拖拽到Resources文件夹下面,把LitJson存放到Plugins文件夹下(存放在这个文件夹下的资源会优先编译),因为我们要使用Json完成对象的转换.
项目素材地址:链接: https://pan.baidu.com/s/1fZYrkb8nuQxMKXqkx-wKXw 提取码: u97i
项目代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 签到元素数据实体类.
/// </summary>
public class SignInItem {
private string itemName;//名称
private string itemRank;//等级
private int itemNum;//数量.
public string ItemName
{
get { return itemName; }
set { itemName = value; }
}
public string ItemRank
{
get { return itemRank; }
set { itemRank = value; }
}
public int ItemNum
{
get { return itemNum; }
set { itemNum = value; }
}
public SignInItem() { }
/// <summary>
/// 构造方法初始化.
/// </summary>
public SignInItem(string itemName,string itemRank,int num)
{
this.ItemName = itemName;
this.ItemRank = itemRank;
this.ItemNum = num;
}
/// <summary>
/// 测试输出Json文本信息.
/// </summary>
/// <returns></returns>
public override string ToString()
{
return string.Format("名称:{0},等级:{1},数量:{2}",this.itemName,this.itemRank,this.itemNum);
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 签到面板单个元素管理器脚本.
/// </summary>
public class SignInItemManager : MonoBehaviour {
private Transform _Transform;
private Image item_Rank;//等级.
private Image item_Img;//元素图片.
private Text item_Num;//数量.
private GameObject item_Mask;
void Awake()
{
_Transform = gameObject.GetComponent<Transform>();
item_Rank = gameObject.GetComponent<Image>();
item_Img = _Transform.Find("Img").GetComponent<Image>();
item_Num = _Transform.Find("Num").GetComponent<Text>();
item_Mask = _Transform.Find("Mask").gameObject;
item_Mask.SetActive(false);
}
/// <summary>
/// 设置元素值.
/// </summary>
/// <param name="name">元素图片</param>
/// <param name="rank">元素等级框</param>
/// <param name="num">元素个数</param>
/// <param name="isSignIn">是否已签到</param>
public void SetItemValue(string name,string rank,int num,bool isSignIn)
{
item_Rank.sprite = Resources.Load<Sprite>("Sprites/rank/"+ rank);
item_Img.sprite = Resources.Load<Sprite>("Sprites/item/" + name);
item_Num.text = num.ToString();
if (isSignIn)
{
item_Mask.SetActive(true);
}
}
/// <summary>
/// 动态添加按钮点击事件.
/// </summary>
public void AddBtnClick()
{
gameObject.AddComponent<Button>().onClick.AddListener
(
()=> { item_Mask.SetActive(true); }
);
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using LitJson;//引入命名空间.
/// <summary>
/// 签到面板管理器脚本.
/// </summary>
public class SignInPanelManager : MonoBehaviour
{
private Transform _Transform;
private GameObject prefab_Item;
private Transform itemParent;
private List<SignInItem> itemList = new List<SignInItem>();
private int signInNum = 12;//默认月签到数.
void Start()
{
Init();
CreateAllItem();
}
/// <summary>
/// 初始化.
/// </summary>
private void Init()
{
_Transform = gameObject.GetComponent<Transform>();
prefab_Item = Resources.Load<GameObject>("Item");//加载元素预制体.
string jsonStr = Resources.Load<TextAsset>("signIn").text;//加载Json数据.
itemParent = _Transform.Find("SignInBG/Grid").GetComponent<Transform>();//查找元素父物体.
JsonData jsonData = JsonMapper.ToObject(jsonStr);//字符串转化成Json数据.
Debug.Log(jsonData.Count);
//将Json数据转换成数据实体类并添加到集合中.
for (int i = 0; i < jsonData.Count; i++)
{
SignInItem item = JsonMapper.ToObject<SignInItem>(jsonData[i].ToJson());
itemList.Add(item);
}
}
/// <summary>
/// 创建所有签到元素.
/// </summary>
private void CreateAllItem()
{
for(int i = 0; i < itemList.Count; i++)
{
GameObject go= GameObject.Instantiate<GameObject>(prefab_Item, itemParent);
SignInItemManager sm = go.GetComponent<SignInItemManager>();
if (i < signInNum)
{
sm.SetItemValue(itemList[i].ItemName, itemList[i].ItemRank, itemList[i].ItemNum,true);
}
else
{
sm.SetItemValue(itemList[i].ItemName, itemList[i].ItemRank, itemList[i].ItemNum,false);
}
if (i == signInNum)
{
sm.AddBtnClick();
}
}
}
}
2.游戏商城案例:
需要设置的地方我都用红框框选住了,各位照着做即可,整个案例布局总共26张截图。
以下是各个UI元素布局结构图:
在本案例中共存在三个预制体它们的名字分别为:Tab、Content、ContentItem。
项目素材地址:链接: https://pan.baidu.com/s/1YzR-HfQAV_6GmLKDKI1Eig 提取码: 3kmu
项目代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 商城元素数据实体类.
/// </summary>
public class ShopItem {
private string itemName;//元素名称.
private int itemPrice;//元素价格.
public string ItemName
{
get { return itemName; }
set { itemName = value; }
}
public int ItemPrice
{
get { return itemPrice; }
set { itemPrice = value; }
}
public ShopItem() { }
public ShopItem(string name,int price)
{
this.ItemName = name;
this.ItemPrice = price;
}
public override string ToString()
{
return string.Format("元素名称:{0},元素价格:{1}",this.itemName,this.itemPrice);
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 商城模块选项卡管理器脚本.
/// </summary>
public class ShopTabManager : MonoBehaviour {
private Transform _Transform;
private Text tabName;//选项卡标签名称.
private Button _Button;
private int index = -1;
void Awake()
{
_Transform = gameObject.GetComponent<Transform>();
_Button = gameObject.GetComponent<Button>();
tabName = _Transform.Find("Name").GetComponent<Text>();
_Button.onClick.AddListener(ButtonEvent);
}
/// <summary>
/// 初始化选项卡.
/// </summary>
public void InitTabs(int index,string name)
{
this.index = index;
gameObject.name = "Tab" + index;
tabName.text = name;
}
/// <summary>
/// 按钮点击事件.
/// </summary>
private void ButtonEvent()
{
SendMessageUpwards("ResetTabAndContent", index);//发送消息到父物体.
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 商城模块内容区域管理器脚本.
/// </summary>
public class ShopContentManager : MonoBehaviour {
private Transform _Transform;
private Transform grid_Transform;
private int index = -1;
void Awake()
{
_Transform = gameObject.GetComponent<Transform>();
grid_Transform = _Transform.Find("Grid").GetComponent<Transform>();
}
/// <summary>
/// 初始化内容区域.
/// </summary>
public void InitContent(int index, GameObject prefab, List<ShopItem> list)
{
this.index = index;
gameObject.name = "Content" + index;
CreateAllItems(prefab, list);
}
/// <summary>
/// 创建所有元素.
/// </summary>
private void CreateAllItems(GameObject prefab,List<ShopItem> list)
{
for(int i = 0; i < list.Count; i++)
{
GameObject go= GameObject.Instantiate<GameObject>(prefab,grid_Transform);
go.GetComponent<ShopItemManager>().InitItems(list[i].ItemName, list[i].ItemPrice);
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 商城模块单个元素管理器脚本.
/// </summary>
public class ShopItemManager : MonoBehaviour {
private Transform _Transform;
private Text Price_Text;//商品价格.
private Text shop_Name;//商品名称.
void Awake()
{
_Transform = gameObject.GetComponent<Transform>();
Price_Text = _Transform.Find("Bottom/Gem/Price").GetComponent<Text>();
shop_Name = _Transform.Find("Top/Right/Title/ShopName").GetComponent<Text>();
}
/// <summary>
/// 初始化元素.
/// </summary>
public void InitItems(string name,int price)
{
shop_Name.text = name;
Price_Text.text = price.ToString();
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using LitJson;
/// <summary>
/// 商城面板管理器.
/// </summary>
public class ShopPanelManager : MonoBehaviour
{
private Transform _Transform;
private Transform tab_Transform;//标签选项卡父物体.
private Transform content_Transform;//内容区域父物体.
private GameObject prefab_Tab;//选项卡预制体.
private GameObject prefab_Content;//内容区域预制体.
private GameObject prefab_ContentItem;//内容元素预制体.
private int tabNum = 4;//选项卡个数.
private int currentIndex = -1;//记录当前点击的选项卡下标.
private Sprite normal_Sprite;
private List<GameObject> tabList;
private List<GameObject> contentList;
void Start()
{
Init();
CreateAllTabs();
CreateAllContents();
ResetTabAndContent(0);
}
/// <summary>
/// 初始化.
/// </summary>
private void Init()
{
tabList = new List<GameObject>();
contentList = new List<GameObject>();
_Transform = gameObject.GetComponent<Transform>();
tab_Transform = _Transform.Find("Background/Tabs").GetComponent<Transform>();
content_Transform = _Transform.Find("Background/Contents").GetComponent<Transform>();
prefab_Tab = Resources.Load<GameObject>("Tab");
prefab_Content = Resources.Load<GameObject>("Content");
prefab_ContentItem = Resources.Load<GameObject>("ContentItem");
normal_Sprite = Resources.Load<Sprite>("Button_Normal");
}
/// <summary>
/// 创建所有选项卡.
/// </summary>
private void CreateAllTabs()
{
string[] tabNames = new string[] { "武器", "时装", "宝箱", "碎片" };
for (int i = 0; i < tabNum; i++)
{
GameObject go = GameObject.Instantiate<GameObject>(prefab_Tab, tab_Transform);
go.GetComponent<ShopTabManager>().InitTabs(i, tabNames[i]);
tabList.Add(go);
}
}
/// <summary>
/// 创建所有内容区域.
/// </summary>
private void CreateAllContents()
{
List<List<ShopItem>> shopList = new List<List<ShopItem>>();
string jsonStr = Resources.Load<TextAsset>("ShopJson").text;
JsonData jsonData = JsonMapper.ToObject(jsonStr);
for (int i = 0; i < jsonData.Count; i++)
{
List<ShopItem> list = new List<ShopItem>();
JsonData jd = jsonData[i]["Type"];
for (int j = 0; j < jd.Count; j++)
{
ShopItem shopItem = JsonMapper.ToObject<ShopItem>(jd[j].ToJson());
list.Add(shopItem);
}
shopList.Add(list);
}
for (int i = 0; i < tabNum; i++)
{
GameObject go = GameObject.Instantiate<GameObject>(prefab_Content, content_Transform);
go.GetComponent<ShopContentManager>().InitContent(i, prefab_ContentItem, shopList[i]);
contentList.Add(go);
}
}
/// <summary>
/// 重置选项卡和正文区域.
/// </summary>
public void ResetTabAndContent(int index)
{
if (index == currentIndex) return;//避免重复执行.
for (int i = 0; i < tabList.Count; i++)
{
contentList[i].SetActive(false);
tabList[i].GetComponent<Image>().sprite = normal_Sprite;
}
contentList[index].SetActive(true);
tabList[index].GetComponent<Image>().sprite = tabList[index].GetComponent<Button>().spriteState.pressedSprite;
currentIndex = index;
}
}
此文章只是为了记录一下学习笔记,如有不足还望多多指点!