Example #1
0
    public static void startPreviewLayoutAnchor()
    {
        if (Selection.activeGameObject == null)
        {
            Debug.Log("需要选中场景结构面板中的节点");
            return;
        }
        Vector2 gameViewSize = UnityUtility.getGameViewSize();
        string  info         = "是否要预览" + Selection.activeGameObject.name + "在" + gameViewSize.x + "x" + gameViewSize.y + "下的显示?";

        if (!EditorUtility.DisplayDialog("预览", info, "确定", "取消"))
        {
            return;
        }
        // 设置摄像机的Z坐标为视图高的一半,设置画布根节点为屏幕大小
        GameObject    uguiRootObj = UnityUtility.getGameObject(FrameDefine.UGUI_ROOT);
        RectTransform transform   = uguiRootObj.GetComponent <RectTransform>();

        transform.offsetMin = new Vector2(-gameViewSize.x * 0.5f, -gameViewSize.y * 0.5f);
        transform.offsetMax = new Vector2(gameViewSize.x * 0.5f, gameViewSize.y * 0.5f);
        transform.anchorMax = Vector2.zero;
        transform.anchorMin = Vector2.zero;
        GameObject camera = UnityUtility.getGameObject(FrameDefine.UI_CAMERA, uguiRootObj, true);

        camera.transform.localPosition = new Vector3(0.0f, 0.0f, -gameViewSize.y * 0.5f);
        UnityUtility.applyAnchor(Selection.activeGameObject, true);
    }
Example #2
0
    public static void applyAnchor(GameObject go, bool force, GameLayout layout = null)
    {
#if MAKE_CS_DLL
        callStatic(UTILITY_UNITY, "applyAnchor", new object[] { go, force, layout });
#else
        UnityUtility.applyAnchor(go, force, layout);
#endif
    }