要实现的效果就是,当点击长button时,长button相对应的下面两个段button会收进长button里,并且,下面的其他组件(这里是button)会相应的往上移动。

左图为层级结构,右图为运行效果。

注:我在Panel(3)上加了一个Vertical Layout Group组件用来布局,使里面三个panel纵向排列。

 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;

public class Buttontask : MonoBehaviour {

    public Button[] buttons;//每个panel下按钮的集合
    public GameObject panel;//父物体panel
    private List<Vector3> childbuttonlocal = new List<Vector3>();//记录长button下子button的localposition
    private bool open=true;//是否是展开状态
   // private Vector3 openlocationposition;
    Vector2 sizedelta;//父对象panel的width和height
    // Use this for initialization
    void Start () {
        for (int  i=0;i< buttons.Length;i++)//展开状态下每个子按钮的相对位置
        {
            childbuttonlocal.Add(buttons[i].transform.localPosition);
           // Debug.Log(childbuttonlocal[i]);
        }
        sizedelta = panel.transform.GetComponent<RectTransform>().sizeDelta;//展开状态下panel的宽高
    }
	
	// Update is called once per frame
	void Update () {
		
	}
    public void OnClick()
    {
        if (open)
        {
        //设置panel大小 panel.transform.GetComponent<RectTransform>().sizeDelta = new Vector2(panel.transform.GetComponent<RectTransform>().sizeDelta.x, 50f); for (int i=0; i<buttons.Length;i++) { // buttons[i].transform.localPosition = Vector3.Lerp(childbuttonlocal[i], new Vector3(childbuttonlocal[i].x,0,0), 1);
           buttons[i].transform.localPosition=new Vector(childbuttonlocal[i].x,0,0); //设置位置 buttons[i].gameObject.SetActive(false); } open = false; } else { panel.transform.GetComponent<RectTransform>().sizeDelta = sizedelta; for (int i = 0; i < buttons.Length; i++) { buttons[i].gameObject.SetActive(true); buttons[i].transform.localPosition = Vector3.Lerp(new Vector3(childbuttonlocal[i].x, 0, 0), childbuttonlocal[i], 1); } open = true; } } }

 当然可以用动画做,这样感觉更简单点,还能有动画效果,怪我懒,不想再去折腾动画了...

posted on 2017-08-24 15:14  懒人起烂名  阅读(975)  评论(0编辑  收藏  举报