【UGUI】自动布局
UGUI自动布局一直适应 GridLayoutGroup,但是,使用grid时有一个很严重的问题就是:当打开Profiler中的Deep Profile时,整个Unity都会崩溃.(目前使用版本v5.6.0)此外,还有一个问题,但是我给忘了...
所以,还是自己动手造轮子吧,代码如下:
using UnityEngine;
/// <summary>
/// Introduction: UILayout, UI自动布局,替代GridLayoutGroup, 子节点改变时需要自行调用 Rebuild
/// Author: Garson
/// Time:
/// </summary>
[RequireComponent(typeof(RectTransform))]
public class UILayout : MonoBehaviour
{
[SerializeField]//边距
private RectOffset m_Padding = new RectOffset();
public RectOffset padding { get { return m_Padding; } set { SetProperty(ref m_Padding, value); } }
[SerializeField]//单元格大小
private Vector2 m_CellSize = new Vector2(100, 100);
public Vector2 cellSize { get { return m_CellSize; } set { SetProperty(ref m_CellSize, value);} }
[SerializeField]//开始排布位置
private StartCorner m_StartCorner;
public StartCorner startCorner { get { return m_StartCorner; } set { SetProperty(ref m_StartCorner, value);} }
[SerializeField]//排列方式
private Arrangement m_Arrangement;
public Arrangement arrangement { get { return m_Arrangement; } set { SetProperty(ref m_Arrangement, value);} }
[Tooltip("<=0自动计算")]
[SerializeField]//每行数目,<=0自动计算
private int m_FixedCount;
public int fixedCount { get { return m_FixedCount; } set { SetProperty(ref m_FixedCount, value); } }
[SerializeField]
private Vector2 m_Space;//行列间距
public Vector2 space { get { return m_Space; } set { SetProperty(ref m_Space, value); } }
private Vector2 m_WrapSize;//排布后该组件应该大小
public Vector2 wrapSize { get { return m_WrapSize; } }
private RectTransform m_rectTransform;
private RectTransform rectTransform { get { if(m_rectTransform==null)m_rectTransform=transform as RectTransform;return m_rectTransform;} }
public void Rebuild()
{
RectTransform.Edge edgeX = RectTransform.Edge.Left, edgeY= RectTransform.Edge.Top;
float paddingX = 0, paddingY = 0, sizeX = 0, sizeY = 0;
switch (m_StartCorner)
{
case StartCorner.TopLeft:
edgeY = RectTransform.Edge.Top;
edgeX = RectTransform.Edge.Left;
paddingX = m_Padding.left;
paddingY = m_Padding.top;
sizeX = m_Padding.right;
sizeY = m_Padding.bottom;
break;
case StartCorner.TopRight:
edgeY = RectTransform.Edge.Top;
edgeX = RectTransform.Edge.Right;
paddingX = m_Padding.right;
paddingY = m_Padding.top;
sizeX = m_Padding.left;
sizeY = m_Padding.bottom;
break;
case StartCorner.BottomLeft:
edgeY = RectTransform.Edge.Bottom;
edgeX = RectTransform.Edge.Left;
paddingX = m_Padding.left;
paddingY = m_Padding.bottom;
sizeX = m_Padding.right;
sizeY = m_Padding.top;
break;
case StartCorner.BottomRight:
edgeY = RectTransform.Edge.Bottom;
edgeX = RectTransform.Edge.Right;
paddingX = m_Padding.right;
paddingY = m_Padding.bottom;
sizeX = m_Padding.left;
sizeY = m_Padding.top;
break;
}
int axis = 0;
int preferCount = m_FixedCount;
float tem = 0;
m_WrapSize = Vector2.zero;
switch (m_Arrangement)
{
case Arrangement.HorizontalFlow:
axis = 0;
tem = paddingX;
if (m_FixedCount <= 0)
{
preferCount = Mathf.FloorToInt(rectTransform.rect.size.x / m_CellSize.x);
preferCount = preferCount > 0 ? preferCount : 1;
}
break;
case Arrangement.VerticalFlow:
axis = 1;
tem = paddingY;
if (m_FixedCount <= 0)
{
preferCount = Mathf.FloorToInt(rectTransform.rect.size.y / m_CellSize.y);
preferCount = preferCount > 0 ? preferCount : 1;
}
break;
case Arrangement.Horizontal:
axis = 0;
preferCount = int.MaxValue;
tem = paddingX;
break;
case Arrangement.Vertical:
axis = 1;
preferCount = int.MaxValue;
tem = paddingY;
break;
}
int flag = 0;
for (int i = 0; i < transform.childCount; i++)
{
if (flag >= preferCount)
{
if (axis == 0)
{
tem = paddingX;
paddingY += m_Space.y + m_CellSize.y;
}
else
{
tem = paddingY;
paddingX += m_Space.x + m_CellSize.x;
}
flag = 0;
}
var child = transform.GetChild(i) as RectTransform;
if (child != null && child.gameObject.activeSelf)
{
if (axis == 0)
{
child.SetInsetAndSizeFromParentEdge(edgeX, tem, m_CellSize.x);
child.SetInsetAndSizeFromParentEdge(edgeY, paddingY, m_CellSize.y);
tem += m_Space.x + m_CellSize.x;
if (tem - m_Space.x > m_WrapSize.x)
m_WrapSize.x = tem - m_Space.x;
m_WrapSize.y = paddingY + m_CellSize.y;
}
else
{
child.SetInsetAndSizeFromParentEdge(edgeX, paddingX, m_CellSize.x);
child.SetInsetAndSizeFromParentEdge(edgeY, tem, m_CellSize.y);
tem += m_Space.y + m_CellSize.y;
if (tem - m_Space.y > m_WrapSize.y)
m_WrapSize.y = tem - m_Space.y;
m_WrapSize.x = paddingX + m_CellSize.x;
}
flag++;
}
}
m_WrapSize.x += sizeX;
m_WrapSize.y += sizeY;
}
public void SetPadding(int left, int right, int top, int bottom)
{
padding = new RectOffset(left, right, top, bottom);
}
public void SetStartCorner(int start)
{
startCorner = (StartCorner) start;
}
public void SetArrangement(int arrange)
{
arrangement = (Arrangement) arrange;
}
private void SetProperty<T>(ref T currentValue, T newValue)
{
if ((currentValue == null && newValue == null) || (currentValue != null && currentValue.Equals(newValue)))
return;
currentValue = newValue;
Rebuild();
}
[LuaInterface.NoToLua]
public enum StartCorner
{
TopLeft = 0,
TopRight = 1,
BottomLeft = 2,
BottomRight = 3
}
[LuaInterface.NoToLua]
public enum Arrangement
{
//横向流动,第一排、第二排...
HorizontalFlow = 0,
//纵向流动,第一列、第二列...
VerticalFlow = 1,
//横排,相当于fixedCount=1效果
Horizontal = 2,
//纵排,相当于fixedCount=1效果
Vertical = 3,
}
}
#if UNITY_EDITOR
[UnityEditor.CustomEditor(typeof(UILayout))]
public class LayoutEditor : UnityEditor.Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
GUILayout.Space(10);
if (GUILayout.Button("Rebuild"))
{
UILayout layout = target as UILayout;
layout.Rebuild();
}
}
}
#endif
其中 SetInsetAndSizeFromParentEdge 是调用的系统方法,作用是 设置组件相对于父节点的位置Edge距离(参数1)且在该轴上的长度(参数2)
注:任何子节点的改变都不会像gridlayoutgroup一样刷新,需要手动调用Rebuild,因为觉得没有必要继承UIBehaviour而是继承了MonoBehaviour。 设置属性会自动刷新.
wrapSize 是rebuild后整个包裹区域应该的大小,可用于重新设置尺寸