unity 之 自定义弹出框
2019-11-18杂谈搜奇网23°c
A+ A-一、弹出框的搭建:
规划如图:Message为全部父物体,而且增加UiMessage代码。panel为遮罩。
MessageBox为全部提示框,Panel为题目,ok为肯定按钮,cancel为作废按钮,retry为重试按钮,Text为提示框的笔墨。
注重大小写,背面代码会依据称号举行猎取对应组建。
效果以下:
二、MessageBox代码:
要申明的都在代码中解释了。模仿Windows的提示框功用,假如功用不足可自行增加。比方封闭按钮、显现图标等。
using System; public enum DialogResult { Ok, OKCancel, RetryCancel, YesNo, YesNoCancel } public static class MessageBox { /// <summary> /// true示意模态框 /// </summary> public static bool type; //三个托付,分别为三个按钮的点击运转事宜 public static Action clickOk; public static Action clickRetry; public static Action clickCancel; public static DialogResult dialogResult; //题目 public static string headText; //文本 public static string text; //状况。用于显现或隐蔽弹出框 public static bool state; /// <summary> ///重试按钮点击事宜 /// </summary> public static void onClickRetry() { state = false; clickRetry?.Invoke(); clickRetry = null; } /// <summary> /// 作废按钮点击事宜 /// </summary> public static void onClickCancel() { state = false; clickCancel?.Invoke(); clickCancel = null; } /// <summary> /// 肯定按钮点击事宜 /// </summary> public static void onClickOk() { state = false; clickOk?.Invoke(); clickOk = null; } /// <summary> /// 显现 /// </summary> /// <param name="_text">内容</param> /// <param name="_head">题目</param> /// <param name="dialog">款式</param> /// <param name="type">形式</param> public static void Show(string _text,string _head,DialogResult _dialog, bool _type = true) { text = _text; headText = _head; dialogResult = _dialog; type = _type; state = true; } public static void Show(string _text,string _head,bool _type = true) { text = _text; headText = _head; dialogResult = DialogResult.Ok; type = _type; state = true; } public static void Show(string _text, bool _type = true) { text = _text; headText = "信息"; dialogResult = DialogResult.Ok; type = _type; state = true; } }
三、UiMessage代码:
增加到Message物体上。用于掌握弹出框的显现等功用。
using UnityEngine; using UnityEngine.UI; public class UiMessage : MonoBehaviour { public Button ok; public Button cancel; public Button retry; /// <summary> /// 遮罩 /// </summary> public GameObject panel; public Text headText; public Text text; /// <summary> /// 弹出框 /// </summary> private GameObject messageBox; private void Awake() { messageBox = gameObject.transform.GetChild(1).gameObject; ok = messageBox.transform.Find("ok").GetComponent<Button>(); cancel = messageBox.transform.Find("cancel").GetComponent<Button>(); retry = messageBox.transform.Find("retry").GetComponent<Button>(); panel = gameObject.transform.Find("panel").gameObject; text = messageBox.transform.Find("Text").GetComponent<Text>(); headText = messageBox.transform.GetChild(0).Find("head").GetComponent<Text>(); //将提示框居中显现 messageBox.transform.position = new Vector3(Screen.width / 2 - messageBox.GetComponent<RectTransform>().rect.width / 2, Screen.height / 2 + messageBox.GetComponent<RectTransform>().rect.height / 2, 0); init(); } private void OnEnable() { init(); } private void init() { ok.onClick.AddListener(MessageBox.onClickOk); cancel.onClick.AddListener(MessageBox.onClickCancel); retry.onClick.AddListener(MessageBox.onClickRetry); text.text = MessageBox.text; headText.text = MessageBox.headText; //依据通报的参数,举行款式的显现 switch (MessageBox.dialogResult) { case DialogResult.Ok: ok.gameObject.SetActive(true); cancel.gameObject.SetActive(false); retry.gameObject.SetActive(false); break; case DialogResult.OKCancel: ok.gameObject.SetActive(true); cancel.gameObject.SetActive(true); retry.gameObject.SetActive(false); break; case DialogResult.RetryCancel: ok.gameObject.SetActive(true); cancel.gameObject.SetActive(true); retry.gameObject.SetActive(true); break; case DialogResult.YesNo: ok.transform.GetChild(0).GetComponent<Text>().text = "是"; cancel.transform.GetChild(0).GetComponent<Text>().text = "否"; ok.gameObject.SetActive(true); cancel.gameObject.SetActive(true); retry.gameObject.SetActive(false); break; case DialogResult.YesNoCancel: ok.transform.GetChild(0).GetComponent<Text>().text = "是"; cancel.transform.GetChild(0).GetComponent<Text>().text = "否"; ok.gameObject.SetActive(true); cancel.gameObject.SetActive(true); retry.gameObject.SetActive(true); break; } } private void Update() { panel.SetActive(MessageBox.type); gameObject.SetActive(MessageBox.state); } }
三、显现框的挪用:
此处挪用能够自行设置一个按钮,在其点击事宜中注册挪用即可。
笔者运用项目中的体式格局举行演示。详细不做申明。挪用体式格局已给出。
特别注重:因为UiMessage挪用了MessageBox的要领,所以必须先初始化MessageBox的数据。运用什么就初始化什么。笔者运用了ok、cancel按钮(默许不初始化形式,即为模态框,不初始化DialogResult即为只显现ok按钮),所以注册了响应的点击事宜(托付)。末了显现弹出框(全部包括遮罩和弹出框)。
三、运转效果:
三、弹出框可拖拽挪动:
将DragManage增加到MessageBox物体上面。(假如你想让ui物体可拖拽,对其增加DragManage即可完成)
笔者就不做演示了
using UnityEngine; using UnityEngine.EventSystems; /// <summary> /// 只是用来处置惩罚拖拽 /// </summary> public class DragManage : MonoBehaviour, IDragHandler, IBeginDragHandler, IEndDragHandler { private Vector3 offect; public void OnBeginDrag(PointerEventData eventData) { offect = Input.mousePosition - transform.position; } public void OnDrag(PointerEventData eventData) { transform.position = Input.mousePosition - offect; } public void OnEndDrag(PointerEventData eventData) { transform.position = Input.mousePosition - offect; } }
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