UGUI系统综合案例

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! 

 

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