NGUI布局组件:UIGrid /UITable
目录:NGUI源码学习
一、UIGrid:排列等比大小子对象。
Reposition:排列方法。
- 触发:MonoBehaviour的Start、设置repositionNow= true或者手动调用。
- 获取并排列子对象:GetChildList,排序方法也很简单。
public List<Transform> GetChildList () { Transform myTrans = transform; List<Transform> list = new List<Transform>(); for (int i = 0; i < myTrans.childCount; ++i) { Transform t = myTrans.GetChild(i); if (!hideInactive || (t && t.gameObject.activeSelf)) { if (!UIDragDropItem.IsDragged(t.gameObject)) list.Add(t); } } // Sort the list using the desired sorting logic if (sorting != Sorting.None && arrangement != Arrangement.CellSnap) { if (sorting == Sorting.Alphabetic) list.Sort(SortByName); else if (sorting == Sorting.Horizontal) list.Sort(SortHorizontal); else if (sorting == Sorting.Vertical) list.Sort(SortVertical); else if (onCustomSort != null) list.Sort(onCustomSort); else Sort(list); } return list; } static public int SortByName (Transform a, Transform b) { return string.Compare(a.name, b.name); } static public int SortHorizontal (Transform a, Transform b) { return a.localPosition.x.CompareTo(b.localPosition.x); } static public int SortVertical (Transform a, Transform b) { return b.localPosition.y.CompareTo(a.localPosition.y); }
- 按左上角为起始点排序子节点。
int x = 0; int y = 0; int maxX = 0; int maxY = 0; // Re-add the children in the same order we have them in and position them accordingly for (int i = 0, imax = list.Count; i < imax; ++i) { Transform t = list[i]; Vector3 pos = t.localPosition; float depth = pos.z; if (arrangement == Arrangement.CellSnap) { if (cellWidth > 0) pos.x = Mathf.Round(pos.x / cellWidth) * cellWidth; if (cellHeight > 0) pos.y = Mathf.Round(pos.y / cellHeight) * cellHeight; } else pos = (arrangement == Arrangement.Horizontal) ? new Vector3(cellWidth * x, -cellHeight * y, depth) : //横向排序,x轴递增cellWidth new Vector3(cellWidth * y, -cellHeight * x, depth); //纵向排序,y轴递减cellHeight if (animateSmoothly && Application.isPlaying && (pivot != UIWidget.Pivot.TopLeft || Vector3.SqrMagnitude(t.localPosition - pos) >= 0.0001f)) { var sp = SpringPosition.Begin(t.gameObject, pos, 15f); sp.updateScrollView = true; sp.ignoreTimeScale = true; } else t.localPosition = pos; maxX = Mathf.Max(maxX, x);//最大列数 maxY = Mathf.Max(maxY, y);//最大行数 if (++x >= maxPerLine && maxPerLine > 0) //换行 { x = 0; ++y; } }
- 执行结果如下:
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- 通过pivot调整相对与父节点的坐标,因为父节点坐标不变,实际是变相整体位移了所有子节点。
- 上图的po是(0,0),下图是(0.5, 0.5)。
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if (pivot != UIWidget.Pivot.TopLeft) { var po = NGUIMath.GetPivotOffset(pivot); float fx, fy; if (arrangement == Arrangement.Horizontal) { fx = Mathf.Lerp(0f, maxX * cellWidth, po.x); fy = Mathf.Lerp(-maxY * cellHeight, 0f, po.y); } else { fx = Mathf.Lerp(0f, maxY * cellWidth, po.x); fy = Mathf.Lerp(-maxX * cellHeight, 0f, po.y); } foreach (var t in list) { Vector3 pos = t.localPosition; pos.x -= fx; pos.y -= fy; t.localPosition = pos; } }
二、UITable:排列不同大小的子对象,会计算子节点的包围盒。
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Reposition:排列方法。
- 触发:MonoBehaviour的Start、设置repositionNow= true(在lateUpdate执行,也就是当前帧结束时)或者手动调用。
- 获取并排列子对象:GetChildList,排序方法调的是UIGrid的接口。
- 子节点、每行、每列的包围盒计算,注意这边的包围盒center都是(0,0),第y行的的包围盒boundsCols[y]实际上是center(0,0),extents.x = 改行节点最大的宽/2,extents.y = 改行节点最大的高/2。bounds[y, x]一定是包含在范围更大的boundsRows[x]、boundsCols[y]内,且中心点都在(0,0)点。
for (int i = 0, imax = children.Count; i < imax; ++i) { Transform t = children[i]; Bounds b = NGUIMath.CalculateRelativeWidgetBounds(t, !hideInactive); Vector3 scale = t.localScale; b.min = Vector3.Scale(b.min, scale); b.max = Vector3.Scale(b.max, scale); bounds[y, x] = b; boundsRows[x].Encapsulate(b); boundsCols[y].Encapsulate(b); if (++x >= columns && columns > 0) { x = 0; ++y; } }
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- 如上图,b.size=b.extents*2,min = -b.extents,max = b.extents.
- 以左上角为基点,排列子节点。看注释段比较好理解。
Vector2 po = NGUIMath.GetPivotOffset(cellAlignment); for (int i = 0, imax = children.Count; i < imax; ++i) { Transform t = children[i]; Bounds b = bounds[y, x]; Bounds br = boundsRows[x]; Bounds bc = boundsCols[y]; Vector3 pos = t.localPosition; pos.x = xOffset + b.extents.x - b.center.x; pos.x -= Mathf.Lerp(0f, b.max.x - b.min.x - br.max.x + br.min.x, po.x) - padding.x; //pos.x = xOffset + b.extents.x;//x现在在左边界 //float maxDis = (br.max.x - br.min.x) - (b.max.x - b.min.x); //loat offsetX = Mathf.Lerp(0f, maxDis, po.x) ;//计算最终要偏移的距离 //pos.x += offsetX + padding.x; if (direction == Direction.Down) { pos.y = -yOffset - b.extents.y - b.center.y; pos.y += Mathf.Lerp(b.max.y - b.min.y - bc.max.y + bc.min.y, 0f, po.y) - padding.y; } else { pos.y = yOffset + b.extents.y - b.center.y; pos.y -= Mathf.Lerp(0f, b.max.y - b.min.y - bc.max.y + bc.min.y, po.y) - padding.y; } xOffset += br.size.x + padding.x * 2f; t.localPosition = pos; if (++x >= columns && columns > 0) { x = 0; ++y; xOffset = 0f; yOffset += bc.size.y + padding.y * 2f; } }
- 先把子节点放在当前列br的左边界。pos.x = xOffset + b.extents.x;
- 计算从左边界移到当前列br有边界的距离。float maxDis = (br.max.x - br.min.x) - (b.max.x - b.min.x);
- 通过cellAlignment计算最终要偏移的距离。float offsetX = Mathf.Lerp(0f, maxDis, po.x) ;
- 修正pos。pos.x += offsetX + padding.x;
左上角对齐:
右下对齐:
- 通过pivot调整相对与父节点的坐标,因为父节点坐标不变,实际是变相修改了子节点的坐标。同UIGride.
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