1 打包横竖屏设置
Portrait:竖屏
Portrait Upside Down:竖屏,手机倒过来
Landscape Right:横屏,屏幕在home键右边
Landscape Left:横屏,屏幕在home键左边(比较常用)
Auto Rotation:自动旋转屏幕
2 电脑时间获取
System.DateTime.Now); //当前时间(年月日时分秒)
System.DateTime.UtcNow); // 当前时间(年月日时分秒)
System.DateTime.Now.Year); //当前时间(年)
System.DateTime.Now.Month); //当前时间(月)
System.DateTime.Now.Day); // 当前时间(日)
System.DateTime.Now.Hour); // 当前时间(时)
System.DateTime.Now.Minute); // 当前时间(分)
System.DateTime.Now.Second); // 当前时间(秒)
System.DateTime.Now.ToString("yyyy-MM-dd");//时间格式转换
System.DateTime.Now.ToString("HH:mm:ss");
3鼠标是否在UI界面上的判定
EventSystem.current.IsPointerOverGameObject()//鼠标是否在UI界面上,判定所用的函数,返回为bool值 引用using UnityEngine.EventSystems;
4.1 List列表的使用方式
特点:先进后出
List<T> Mlist=new List<T>();//创建list
Mlist.Add(T item);//添加元素
Mlist.Insert(int index,T item);//插入元素
Mlist.Remove(T item); Mlist.RemoveAt(int index);Mlist.RemoveRange(int indexstart,int count); //删除元素
Mlist.Contains(T item);//判断list列表中是否含有目标元素,返回bool值结果
Mlist.Sort();升序;Mlist.Reverse();倒序
For(int i=0;i<Mlist.count;i++){Debug.Log(Mlist[i]);};//遍历一
Foreach(T element in Mlist){Console.WriteLine(element);}//遍历二
Mlist.Clear();删除,Mlist.Count();//得到列表的元素数量
T[] itemArr={item1,item2,item3,item4,item5,item6,...,itemn}; Mlist.AddRange(itemArr);//l列表添加数组
T[] itemArr={item1,item2,item3,item4,item5,item6,...,itemn};
List<T> testList = new List<T>(itemArr);//以集合作为参数创建list,也是数组转换list的方式
T[] tArr=testList .ToArray();//List转换为数组的操作
4.2 Queue集合的使用
特点:先进先出 参考:https://www.cnblogs.com/JiYF/p/6281667.html
http://www.360doc.com/content/16/1011/11/10408243_597547848.shtml
5 Unity中UGUI组件中ScrollView自适应
(参考https://blog.csdn.net/wuyf88/article/details/75116574)
a
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SizeManager : MonoBehaviour {
public System.Action<int, int> OnSizeValueChange;//委托
private static SizeManager instance;
public GUIStyle style;
float currentWidth;
float currentHight;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
public static SizeManager Instance
{
get
{
if (instance == null)
{
instance = GameObject.FindObjectOfType<SizeManager>();
}
return instance;
}
}
private void OnGUI()
{
if (currentWidth != Screen.width || currentHight != Screen.height)
{
if (OnSizeValueChange != null)
{
OnSizeValueChange(Screen.width,Screen.height);
Debug.Log("尺寸有变化"+OnSizeValueChange);
}
currentWidth = Screen.width;
currentHight = Screen.height;
}
}
}
b
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
public class UIManager : MonoBehaviour {
public RectTransform scrollView;
public GridLayoutGroup glg;
private void OnEnable()
{
SizeManager.Instance.OnSizeValueChange += OnSizeValueChange;
}
private void OnDisable()
{
SizeManager.Instance.OnSizeValueChange -= OnSizeValueChange;
}
private void OnSizeValueChange(int width, int height)
{
// scrollView.sizeDelta = new Vector2(width,height);
glg.cellSize = new Vector2((1080f*width)/(height*1920f)*384, glg.cellSize.y);
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
c
frontinit = transform.Find("Text").GetComponent<Text>().fontSize;
transform.Find("Text").GetComponent<Text>().fontSize = frontinit*(Screen.width*1080)/(Screen.height*1920);
字体自适应