ugui代码设置ui锚点
using UnityEngine; public enum AnchorPresets { TopLeft, TopCenter, TopRight, MiddleLeft, MiddleCenter, MiddleRight, BottomLeft, BottonCenter, BottomRight, BottomStretch, VertStretchLeft, VertStretchRight, VertStretchCenter, HorStretchTop, HorStretchMiddle, HorStretchBottom, StretchAll } public enum PivotPresets { TopLeft, TopCenter, TopRight, MiddleLeft, MiddleCenter, MiddleRight, BottomLeft, BottomCenter, BottomRight, } public static class RectTransformExtensions { public static void SetAnchor(this RectTransform source, AnchorPresets allign, int offsetX=0, int offsetY=0) { source.anchoredPosition = new Vector3(offsetX, offsetY, 0); switch (allign) { case(AnchorPresets.TopLeft): { source.anchorMin = new Vector2(0, 1); source.anchorMax = new Vector2(0, 1); break; } case (AnchorPresets.TopCenter): { source.anchorMin = new Vector2(0.5f, 1); source.anchorMax = new Vector2(0.5f, 1); break; } case (AnchorPresets.TopRight): { source.anchorMin = new Vector2(1, 1); source.anchorMax = new Vector2(1, 1); break; } case (AnchorPresets.MiddleLeft): { source.anchorMin = new Vector2(0, 0.5f); source.anchorMax = new Vector2(0, 0.5f); break; } case (AnchorPresets.MiddleCenter): { source.anchorMin = new Vector2(0.5f, 0.5f); source.anchorMax = new Vector2(0.5f, 0.5f); break; } case (AnchorPresets.MiddleRight): { source.anchorMin = new Vector2(1, 0.5f); source.anchorMax = new Vector2(1, 0.5f); break; } case (AnchorPresets.BottomLeft): { source.anchorMin = new Vector2(0, 0); source.anchorMax = new Vector2(0, 0); break; } case (AnchorPresets.BottonCenter): { source.anchorMin = new Vector2(0.5f, 0); source.anchorMax = new Vector2(0.5f,0); break; } case (AnchorPresets.BottomRight): { source.anchorMin = new Vector2(1, 0); source.anchorMax = new Vector2(1, 0); break; } case (AnchorPresets.HorStretchTop): { source.anchorMin = new Vector2(0, 1); source.anchorMax = new Vector2(1, 1); break; } case (AnchorPresets.HorStretchMiddle): { source.anchorMin = new Vector2(0, 0.5f); source.anchorMax = new Vector2(1, 0.5f); break; } case (AnchorPresets.HorStretchBottom): { source.anchorMin = new Vector2(0, 0); source.anchorMax = new Vector2(1, 0); break; } case (AnchorPresets.VertStretchLeft): { source.anchorMin = new Vector2(0, 0); source.anchorMax = new Vector2(0, 1); break; } case (AnchorPresets.VertStretchCenter): { source.anchorMin = new Vector2(0.5f, 0); source.anchorMax = new Vector2(0.5f, 1); break; } case (AnchorPresets.VertStretchRight): { source.anchorMin = new Vector2(1, 0); source.anchorMax = new Vector2(1, 1); break; } case (AnchorPresets.StretchAll): { source.anchorMin = new Vector2(0, 0); source.anchorMax = new Vector2(1, 1); break; } } } public static void SetPivot(this RectTransform source, PivotPresets preset) { switch (preset) { case (PivotPresets.TopLeft): { source.pivot = new Vector2(0, 1); break; } case (PivotPresets.TopCenter): { source.pivot = new Vector2(0.5f, 1); break; } case (PivotPresets.TopRight): { source.pivot = new Vector2(1, 1); break; } case (PivotPresets.MiddleLeft): { source.pivot = new Vector2(0, 0.5f); break; } case (PivotPresets.MiddleCenter): { source.pivot = new Vector2(0.5f, 0.5f); break; } case (PivotPresets.MiddleRight): { source.pivot = new Vector2(1, 0.5f); break; } case (PivotPresets.BottomLeft): { source.pivot = new Vector2(0, 0); break; } case (PivotPresets.BottomCenter): { source.pivot = new Vector2(0.5f, 0); break; } case (PivotPresets.BottomRight): { source.pivot = new Vector2(1, 0); break; } } } } _ImgTransform.SetAnchor(AnchorPresets.TopRight); _ImgTransform.SetAnchor(AnchorPresets.TopRight,-10,-10); ImgTransform.SetPivot(PivotPresets.TopRight);
分类:
Unity
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2018-05-31 unity鼠标拖动物体旋转