public void SetUIParams(UINode node) { if (node.layerInfo.resourceDic != null) { mechine.ChargeInfo(node.transform, node.layerInfo.resourceDic); } LayerImportUtil.LoadCommonResources(mechine, node); }
public void SetUIParams(UINode node) { var pic = node.GetComponent <UnityEngine.UI.Image>(); mechine.ChargeInfo(pic, node.layerInfo.resourceDic); var newRect = LayerImportUtil.AddSubRectFromResourceDic(node.layerInfo.rect, node.layerInfo.resourceDic); LayerImportUtil.LoadCommonResources(mechine, node, newRect); }
public void SetUIParams(UINode node) { var component = node.GetComponent <UnityEngine.UI.Text>(); component.resizeTextForBestFit = true;//缩放时会看不到? if (PreferHelper.defultFont) { component.font = PreferHelper.defultFont; } mechine.ChargeInfo(component, node.layerInfo.resourceDic); var newRect = LayerImportUtil.AddSubRectFromResourceDic(node.layerInfo.rect, node.layerInfo.resourceDic); LayerImportUtil.LoadCommonResources(mechine, node, newRect); }
public void SetUIParams(UINode node) { var slider = node.GetComponent <Slider>(); var backgroundImage = node.GetSubComponent <Image>(runtime_key_background); ///加载Slider属性 if (node.layerInfo.resourceDic != null) { mechine.ChargeInfo(slider, node.layerInfo.resourceDic); } var fillRect = node.GetSubComponent <RectTransform>(runtime_key_fill); ResourceDic fillResourceDic = null; ///加载子项资源 if (node.layerInfo.subResourceDic != null) { using (var enumerator = node.layerInfo.subResourceDic.GetEnumerator()) { while (enumerator.MoveNext()) { var current = enumerator.Current; if (current.Key == runtime_key_background)//动态背景 { backgroundImage.rectTransform.SetRectFromResource(node.layerInfo.rect, current.Value); mechine.ChargeInfo(backgroundImage, current.Value); } else if (current.Key == runtime_key_fill) { var key = current.Key; mechine.ChargeInfo(slider.fillRect.GetComponent <Image>(), current.Value); fillResourceDic = current.Value; } else if (current.Key == runtime_key_handle) { var handleArea = new GameObject("Handle Slide Area", typeof(RectTransform)).GetComponent <RectTransform>(); handleArea.transform.SetParent(slider.transform, false); var handle = new GameObject("Handle", typeof(Image)).GetComponent <RectTransform>(); handle.transform.SetParent(handleArea.transform, false); slider.handleRect = handle.GetComponent <RectTransform>(); mechine.ChargeInfo(slider.handleRect.GetComponent <Image>(), current.Value); Vector2 handleSize = new Vector2(node.layerInfo.rect.height, node.layerInfo.rect.height); LayerImportUtil.UpdateSizeFromResourceDic(current.Value, ref handleSize); if (slider.direction == Slider.Direction.BottomToTop || slider.direction == Slider.Direction.TopToBottom) { var handleRectX = (node.layerInfo.rect.width - handleSize.x) * 0.5f; var handleAreaRect = new Rect(handleRectX, handleSize.y * 0.5f, handleSize.x, node.layerInfo.rect.height - handleSize.y); handleAreaRect = ParamAnalysisTool.PsRectToUnityRect(node.layerInfo.rect.size, handleAreaRect); LayerImportUtil.SetRectTransform(handleAreaRect, handleArea); LayerImportUtil.SetCustomAnchor(node.layerInfo.rect.size, handleArea); handle.anchorMin = Vector2.zero; handle.anchorMax = new Vector2(1, 0); handle.sizeDelta = new Vector2(0, handleSize.y); } else { var handleRectY = (node.layerInfo.rect.height - handleSize.y) * 0.5f; var handleAreaRect = new Rect(handleSize.x * 0.5f, handleRectY, node.layerInfo.rect.width - handleSize.x, handleSize.y); handleAreaRect = ParamAnalysisTool.PsRectToUnityRect(node.layerInfo.rect.size, handleAreaRect); LayerImportUtil.SetRectTransform(handleAreaRect, handleArea); LayerImportUtil.SetCustomAnchor(node.layerInfo.rect.size, handleArea); handle.anchorMin = Vector2.zero; handle.anchorMax = new Vector2(0, 1); handle.sizeDelta = new Vector2(handleSize.x, 0); } } else { mechine.ChargeSubInfo(slider, current.Key, current.Value); } } } } fillRect.SetRectFromResource(node.layerInfo.rect, fillResourceDic); slider.fillRect.anchorMin = Vector2.zero; slider.fillRect.anchorMax = Vector2.one; slider.fillRect.sizeDelta = Vector2.zero; LayerImportUtil.LoadCommonResources(mechine, node); slider.value = slider.minValue; }
public void SetUIParams(UINode node) { var buttonTrans = node.transform; ///加载子项资源 if (node.layerInfo.subResourceDic != null) { using (var enumerator = node.layerInfo.subResourceDic.GetEnumerator()) { while (enumerator.MoveNext()) { var current = enumerator.Current; if (current.Key == runtime_key_text)//文字按扭 { var text = buttonTrans.gameObject.GetComponent <Text>(); if (text == null && buttonTrans.gameObject.GetComponent <Graphic>() == null) { text = buttonTrans.gameObject.AddComponent <Text>(); text.alignment = TextAnchor.MiddleCenter; text.font = PreferHelper.defultFont; var btn = node.MustComponent <Button>(); btn.targetGraphic = text; mechine.ChargeInfo(text, current.Value); } } else if (current.Key == runtime_key_image && buttonTrans.gameObject.GetComponent <Graphic>() == null)//图片按扭 { var image = buttonTrans.gameObject.GetComponent <Image>(); if (image == null) { image = buttonTrans.gameObject.AddComponent <Image>(); var btn = node.MustComponent <Button>(); btn.targetGraphic = image; mechine.ChargeInfo(image, current.Value); } } else { var key = current.Key; mechine.ChargeSubInfo(buttonTrans, key, current.Value); } } } } var button = node.MustComponent <Button>(); ///加载Button属性 if (node.layerInfo.resourceDic != null) { mechine.ChargeInfo(button, node.layerInfo.resourceDic); } ///将有图片的Button显示方式设置为SpriteSwap (优先) if (button.spriteState.highlightedSprite || button.spriteState.pressedSprite || button.spriteState.disabledSprite) { button.transition = Selectable.Transition.SpriteSwap; } ///加载公式资源 LayerImportUtil.LoadCommonResources(mechine, node); }