java用drawline画血条,【Unity】新的UI系统技巧

using System.Collections;

using UnityEngine.UI;

[ExecuteInEditMode]

public class RadarChart : Graphic {

public RectTransform[] maxPoints;

private float[] percents = new float[5] { 1, 1, 1, 1, 1 };

private Vector3[] vertexes = new Vector3[6];

private bool isDirty = true;

void Update() {

#if UNITY_EDITOR

isDirty = true;

#endif

if(isDirty) {

isDirty = false;

refresh();

public void refresh() {

vertexes[0] = maxPoints[0].anchoredPosition;

for(int i=1; i

vertexes[i] = maxPoints[0].anchoredPosition + (maxPoints[i].anchoredPosition - maxPoints[0].anchoredPosition)*percents[i-1];

SetAllDirty();

public float perA {

get {

return percents[0];

set {

percents[0] = Mathf.Clamp01(value);

isDirty = true;

public float perB {

get {

return percents[1];

set {

percents[1] = Mathf.Clamp01(value);

isDirty = true;

public float perC {

get {

return percents[2];

set {

percents[2] = Mathf.Clamp01(value);

isDirty = true;

public float perD {

get {

return percents[3];

set {

percents[3] = Mathf.Clamp01(value);

isDirty = true;

public float perE {

get {

return percents[4];

set {

percents[4] = Mathf.Clamp01(value);

isDirty = true;

protected override void OnPopulateMesh(Mesh m)

var r = GetPixelAdjustedRect();

var v = new Vector4(r.x, r.y, r.x + r.width, r.y + r.height);

Color32 color32 = color;

using (var vh = new VertexHelper())

foreach (Vector3 p in vertexes)

vh.AddVert(p, color32, Vector2.zero);

vh.AddTriangle(2, 0, 1);

vh.AddTriangle(3, 0, 2);

vh.AddTriangle(4, 0, 3);

vh.AddTriangle(5, 0, 4);

vh.AddTriangle(1, 0, 5);

vh.FillMesh(m);

编辑器代码:

using UnityEditor;

using UnityEngine;

using System.Collections;

[CustomEditor(typeof(RadarChart))]

public class RadarChartEditor : Editor {

SerializedProperty maxPointsProp, color, raycast, material;

SerializedProperty percents;

string[] names ;

void OnEnable() {

maxPointsProp = serializedObject.FindProperty("maxPoints");

percents = serializedObject.FindProperty("percents");

color = serializedObject.FindProperty("m_Color");

raycast = serializedObject.FindProperty("m_RaycastTarget");

material = serializedObject.FindProperty("m_Material");

names = new string[6] {

"Center", "ATK", "HP", "ASS", "REV", "CON"

};

bool showMaxProp = false, showPercent = true;

public override void OnInspectorGUI() {

serializedObject.Update ();

showMaxProp = EditorGUILayout.Foldout(showMaxProp, "Max Points");

if(showMaxProp) {

int size = maxPointsProp.arraySize;

for(int i=0; i

SerializedProperty p = maxPointsProp.GetArrayElementAtIndex(i);

EditorGUILayout.PropertyField(p, new GUIContent(names[i], ""));

EditorGUILayout.PropertyField(raycast);

EditorGUILayout.PropertyField(material);

EditorGUILayout.PropertyField(color);

EditorGUILayout.Space();

showPercent = EditorGUILayout.Foldout(showPercent, "percents");

if(showPercent) {

int size = percents.arraySize;

for(int i=0; i

SerializedProperty p = percents.GetArrayElementAtIndex(i);

EditorGUILayout.Slider(p, 0, 1, new GUIContent(names[i+1], ""));

serializedObject.ApplyModifiedProperties ();

3、定制属性面板

官方有一个很不错的例子:http://docs.unity3d.com/ScriptReference/Editor.html

把Property暴露到面板上:http://wiki.unity3d.com/index.php?title=Expose_properties_in_inspector

详细的Editor例子:http://catlikecoding.com/unity/tutorials/editor/custom-list/

http://catlikecoding.com/unity/tutorials/editor/custom-data/

Editor高阶例子:http://catlikecoding.com/unity/tutorials/editor/star/

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