你应该做Toggle
的孩子Canvas
。你的代码中没有这样做。此外,您还可以使用以下命令移动 UI 组件和 GameObjectnewGO.GetComponent<RectTransform>().anchoredPosition3D
not newGO.transform.position
.
在 Unity 中创建完整的 UI 控件有 3 种方法:
1.使用DefaultControls https://docs.unity3d.com/ScriptReference/UI.DefaultControls.html用于生成它的 API(简单且推荐)
随着DefaultControls
类,Unity 将创建提供的 UI,然后返回 UI 的父级。这是最简单且推荐的方法。
它需要DefaultControls.Resources https://docs.unity3d.com/ScriptReference/UI.DefaultControls.Resources.html作为参数,以便您可以在创建默认 UI 控件时提供要使用的精灵。
Button:
public GameObject canvas;
void Start()
{
DefaultControls.Resources uiResources = new DefaultControls.Resources();
//Set the Button Background Image someBgSprite;
uiResources.standard = someBgSprite;
GameObject uiButton = DefaultControls.CreateButton(uiResources);
uiButton.transform.SetParent(canvas.transform, false);
}
Toggle:
public GameObject canvas;
void Start()
{
DefaultControls.Resources uiResources = new DefaultControls.Resources();
//Set the Toggle Background Image someBgSprite;
uiResources.background = someBgSprite;
//Set the Toggle Checkmark Image someCheckmarkSprite;
uiResources.checkmark = someCheckmarkSprite;
GameObject uiToggle = DefaultControls.CreateToggle(uiResources);
uiToggle.transform.SetParent(canvas.transform, false);
}
Slider:
public GameObject canvas;
void Start()
{
DefaultControls.Resources uiResources = new DefaultControls.Resources();
//Set the Slider Background Image someBgSprite;
uiResources.background = someBgSprite;
//Set the Slider Fill Image someFillSprite;
uiResources.standard = someFillSprite;
//Set the Slider Knob Image someKnobSprite;
uiResources.knob = someKnobSprite;
GameObject uiSlider = DefaultControls.CreateSlider(uiResources);
uiSlider.transform.SetParent(canvas.transform, false);
}
Panel:
public GameObject canvas;
void Start()
{
DefaultControls.Resources uiResources = new DefaultControls.Resources();
//Set the Panel Background Image someBgSprite;
uiResources.background = someBgSprite;
GameObject uiPanel = DefaultControls.CreatePanel(uiResources);
uiPanel.transform.SetParent(canvas.transform, false);
}
输入字段:
public GameObject canvas;
void Start()
{
DefaultControls.Resources uiResources = new DefaultControls.Resources();
//Set the InputField Background Image someBgSprite;
uiResources.inputField = someBgSprite;
GameObject uiInputField = DefaultControls.CreateInputField(uiResources);
uiInputField.transform.SetParent(canvas.transform, false);
uiInputField.transform.GetChild(0).GetComponent<Text>().font = (Font)Resources.GetBuiltinResource(typeof(Font), "Arial.ttf");
}
落下:
public GameObject canvas;
void Start()
{
DefaultControls.Resources uiResources = new DefaultControls.Resources();
//Set the Dropdown Background and Handle Image someBgSprite;
uiResources.standard = someBgSprite;
//Set the Dropdown Scrollbar Background Image someScrollbarSprite;
uiResources.background = someScrollbarSprite;
//Set the Dropdown Image someDropDownSprite;
uiResources.dropdown = someDropDownSprite;
//Set the Dropdown Image someCheckmarkSprite;
uiResources.checkmark = someCheckmarkSprite;
//Set the Dropdown Viewport Mask Image someMaskSprite;
uiResources.mask = someMaskSprite;
GameObject uiDropdown = DefaultControls.CreateDropdown(uiResources);
uiDropdown.transform.SetParent(canvas.transform, false);
}
其余的 UI 控件:
public static GameObject CreateImage(Resources resources);
public static GameObject CreateRawImage(Resources resources);
public static GameObject CreateScrollbar(Resources resources);
public static GameObject CreateScrollView(Resources resources);
public static GameObject CreateText(Resources resources);
2.通过预制和实例化
此方法要求您已经创建了 UI 并保存为预制件,然后您可以Instantiate
需要时的 UI。
创建一个Toggle
从编辑器控制然后将其保存为预制件。把原来的删掉。那么你可以Instantiate
the Toggle
在运行时控制预制件,并在必要时定位或缩放它。
public GameObject canvas;
public GameObject togglePrefab;
void Start()
{
GameObject uiToggle = Instantiate(togglePrefab) as GameObject;
uiToggle.transform.SetParent(canvas.transform, false);
//Move to another position?
uiToggle.GetComponent<RectTransform>().anchoredPosition3D = new Vector3(...,...,...);
//Re-scale?
uiToggle.GetComponent<RectTransform>().localScale = new Vector3(...,...,...);
}
3.一点一点(困难)
为此,您首先从编辑器创建 UI,然后研究编辑器中附加的层次结构和组件,并通过代码重现它。
游戏对象->UI->Toggle
例如,切换如下所示:
1。创建一个Toggle然后将 GameObject 设为其子对象Canvas.
2。创建一个背景然后将 GameObject 设为其子对象Toggle游戏对象。
3。创建一个复选标记然后将 GameObject 设为其子对象背景游戏对象。
4。创建一个Label然后将 GameObject 设为其子对象Toggle游戏对象。
5.现在附加组件,例如Image
, Text
and Toggle
每个游戏对象就像它出现在编辑器中一样。
In Code:
public GameObject canvas;
void Start()
{
makeToggle();
}
void makeToggle()
{
GameObject toggleObj = createToggleObj(canvas);
GameObject bgObj = createBackgroundObj(toggleObj);
GameObject checkMarkObj = createCheckmarkObj(bgObj);
GameObject labelObj = createLabelObj(toggleObj);
attachAllComponents(toggleObj, bgObj, checkMarkObj, labelObj);
}
//1.Create a *Toggle* GameObject then make it child of the *Canvas*.
GameObject createToggleObj(GameObject cnvs)
{
GameObject toggle = new GameObject("Toggle");
toggle.transform.SetParent(cnvs.transform);
toggle.layer = LayerMask.NameToLayer("UI");
return toggle;
}
//2.Create a Background GameObject then make it child of the Toggle GameObject.
GameObject createBackgroundObj(GameObject toggle)
{
GameObject bg = new GameObject("Background");
bg.transform.SetParent(toggle.transform);
bg.layer = LayerMask.NameToLayer("UI");
return bg;
}
//3.Create a Checkmark GameObject then make it child of the Background GameObject.
GameObject createCheckmarkObj(GameObject bg)
{
GameObject chmk = new GameObject("Checkmark");
chmk.transform.SetParent(bg.transform);
chmk.layer = LayerMask.NameToLayer("UI");
return chmk;
}
//4.Create a Label GameObject then make it child of the Toggle GameObject.
GameObject createLabelObj(GameObject toggle)
{
GameObject lbl = new GameObject("Label");
lbl.transform.SetParent(toggle.transform);
lbl.layer = LayerMask.NameToLayer("UI");
return lbl;
}
//5.Now attach components like Image, Text and Toggle to each GameObject like it appears in the Editor.
void attachAllComponents(GameObject toggle, GameObject bg, GameObject chmk, GameObject lbl)
{
//Attach Text to label
Text txt = lbl.AddComponent<Text>();
txt.text = "Toggle";
Font arialFont =
(Font)Resources.GetBuiltinResource(typeof(Font), "Arial.ttf");
txt.font = arialFont;
txt.lineSpacing = 1;
txt.color = new Color(50 / 255, 50 / 255, 50 / 255, 255 / 255);
RectTransform txtRect = txt.GetComponent<RectTransform>();
txtRect.anchorMin = new Vector2(0, 0);
txtRect.anchorMax = new Vector2(1, 1);
//txtRect.y
//Attach Image Component to the Checkmark
Image chmkImage = chmk.AddComponent<Image>();
chmkImage.sprite = (Sprite)AssetDatabase.GetBuiltinExtraResource(typeof(Sprite), "UI/Skin/Checkmark.psd");
chmkImage.type = Image.Type.Simple;
//Attach Image Component to the Background
Image bgImage = bg.AddComponent<Image>();
bgImage.sprite = (Sprite)AssetDatabase.GetBuiltinExtraResource(typeof(Sprite), "UI/Skin/UISprite.psd");
bgImage.type = Image.Type.Sliced;
RectTransform bgRect = txt.GetComponent<RectTransform>();
bgRect.anchorMin = new Vector2(0, 1);
bgRect.anchorMax = new Vector2(0, 1);
//Attach Toggle Component to the Toggle
Toggle toggleComponent = toggle.AddComponent<Toggle>();
toggleComponent.transition = Selectable.Transition.ColorTint;
toggleComponent.targetGraphic = bgImage;
toggleComponent.isOn = true;
toggleComponent.toggleTransition = Toggle.ToggleTransition.Fade;
toggleComponent.graphic = chmkImage;
toggle.GetComponent<RectTransform>().anchoredPosition3D = new Vector3(0, 0, 0);
}
Method #3这是最难的方法,所以你应该避免它。方法#1在这种情况下应该没问题。
希望这可以帮助!