unity开发 --------- NGUI
UIGrid可以实现多个gameobject自动排序。可以设定其排序方向、每个元素的宽度,高度等。
public Arrangement arrangement = Arrangement.Horizontal;
public int maxPerLine = 0;
public float cellWidth = 200f;
public float cellHeight = 200f;
public bool repositionNow = false;
public bool sorted = false;
public bool hideInactive = true;
最重要的是,此脚本添加了[ExecuteInEditMode]属性,所以他能帮助我们在Edit中实现gameobject自动排序,无需等到执行时才排。
注意:
①就是UIGrid是根据gameobject的名字来排序的
②这里的排序,指的是在scene中items的位置的顺序。与Hierarchy中的属性无关。
下面是执行排序的函数
public void Reposition ()
{
if (!mStarted)
{
repositionNow = true;
return;
}
Transform myTrans = transform;
int x = 0;
int y = 0;
if (sorted)
{
List<Transform> list = new List<Transform>();
for (int i = 0; i < myTrans.childCount; ++i)
{
Transform t = myTrans.GetChild(i);
if (t && (!hideInactive || NGUITools.GetActive(t.gameObject))) list.Add(t);
}
//先用list来实现排序,然后再根据list中的顺序依次排开元素
list.Sort(SortByName);
for (int i = 0, imax = list.Count; i < imax; ++i)
{
Transform t = list[i];
if (!NGUITools.GetActive(t.gameObject) && hideInactive) continue;
float depth = t.localPosition.z;
t.localPosition = (arrangement == Arrangement.Horizontal) ?
new Vector3(cellWidth * x, -cellHeight * y, depth) :
new Vector3(cellWidth * y, -cellHeight * x, depth);
if (++x >= maxPerLine && maxPerLine > 0)
{
x = 0;
++y;
}
}
}
else
{
for (int i = 0; i < myTrans.childCount; ++i)
{
Transform t = myTrans.GetChild(i);
if (!NGUITools.GetActive(t.gameObject) && hideInactive) continue;
float depth = t.localPosition.z;
t.localPosition = (arrangement == Arrangement.Horizontal) ?
new Vector3(cellWidth * x, -cellHeight * y, depth) :
new Vector3(cellWidth * y, -cellHeight * x, depth);
if (++x >= maxPerLine && maxPerLine > 0)
{
x = 0;
++y;
}
}
}
UIDraggablePanel drag = NGUITools.FindInParents<UIDraggablePanel>(gameObject);
if (drag != null) drag.UpdateScrollbars(true);
}