(三十)unity4.6学习Ugui中文文档-------制作一个泛型的MODAL窗口

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孙广东 2015.5.11

在此文章中我们将制作一个泛型的MODAL窗口 Yes, No, Maybeso, Cancel 在那里我们可以把内容和动作push到窗口中,这个窗口可以在我们的游戏的任何地方使用,按钮被按下时事件工作。


涉及到的代码:

using UnityEngine;using System.Collections;public class BringToFront : MonoBehaviour {void OnEnable () {transform.SetAsLastSibling ();}}
using UnityEngine;using UnityEngine.UI;using UnityEngine.Events;using System.Collections;//  This script will be updated in Part 2 of this 2 part series.public class ModalPanel : MonoBehaviour {public Text question;public Image iconImage;public Button yesButton;public Button noButton;public Button cancelButton;public GameObject modalPanelObject;private static ModalPanel modalPanel;public static ModalPanel Instance () {if (!modalPanel) {modalPanel = FindObjectOfType(typeof (ModalPanel)) as ModalPanel;if (!modalPanel)Debug.LogError ("There needs to be one active ModalPanel script on a GameObject in your scene.");}return modalPanel;}// Yes/No/Cancel: A string, a Yes event, a No event and Cancel eventpublic void Choice (string question, UnityAction yesEvent, UnityAction noEvent, UnityAction cancelEvent) {modalPanelObject.SetActive (true);yesButton.onClick.RemoveAllListeners();yesButton.onClick.AddListener (yesEvent);yesButton.onClick.AddListener (ClosePanel);noButton.onClick.RemoveAllListeners();noButton.onClick.AddListener (noEvent);noButton.onClick.AddListener (ClosePanel);cancelButton.onClick.RemoveAllListeners();cancelButton.onClick.AddListener (cancelEvent);cancelButton.onClick.AddListener (ClosePanel);this.question.text = question;this.iconImage.gameObject.SetActive (false);yesButton.gameObject.SetActive (true);noButton.gameObject.SetActive (true);cancelButton.gameObject.SetActive (true);}void ClosePanel () {modalPanelObject.SetActive (false);}}

using UnityEngine;using UnityEngine.UI;using System.Collections;public class DisplayManager : MonoBehaviour {public Text displayText;public float displayTime;public float fadeTime;private IEnumerator fadeAlpha;private static DisplayManager displayManager;public static DisplayManager Instance () {if (!displayManager) {displayManager = FindObjectOfType(typeof (DisplayManager)) as DisplayManager;if (!displayManager)Debug.LogError ("There needs to be one active DisplayManager script on a GameObject in your scene.");}return displayManager;}public void DisplayMessage (string message) {displayText.text = message;SetAlpha ();}void SetAlpha () {if (fadeAlpha != null) {StopCoroutine (fadeAlpha);}fadeAlpha = FadeAlpha ();StartCoroutine (fadeAlpha);}IEnumerator FadeAlpha () {Color resetColor = displayText.color;resetColor.a = 1;displayText.color = resetColor;yield return new WaitForSeconds (displayTime);while (displayText.color.a > 0) {Color displayColor = displayText.color;displayColor.a -= Time.deltaTime / fadeTime;displayText.color = displayColor;yield return null;}yield return null;}}
using UnityEngine;using UnityEngine.UI;using UnityEngine.Events;using System.Collections;//  This script will be updated in Part 2 of this 2 part series.public class TestModalWindow : MonoBehaviour {private ModalPanel modalPanel;private DisplayManager displayManager;private UnityAction myYesAction;private UnityAction myNoAction;private UnityAction myCancelAction;void Awake () {modalPanel = ModalPanel.Instance ();displayManager = DisplayManager.Instance ();myYesAction = new UnityAction (TestYesFunction);myNoAction = new UnityAction (TestNoFunction);myCancelAction = new UnityAction (TestCancelFunction);}//  Send to the Modal Panel to set up the Buttons and Functions to callpublic void TestYNC () {modalPanel.Choice ("Do you want to spawn this sphere?", TestYesFunction, TestNoFunction, TestCancelFunction);//      modalPanel.Choice ("Would you like a poke in the eye?\nHow about with a sharp stick?", myYesAction, myNoAction, myCancelAction);}//  These are wrapped into UnityActionsvoid TestYesFunction () {displayManager.DisplayMessage ("Heck yeah! Yup!");}void TestNoFunction () {displayManager.DisplayMessage ("No way, José!");}void TestCancelFunction () {displayManager.DisplayMessage ("I give up!");}}


说说别的:

 Resolution & Device Independence

PlayerSettings

iPhone6 Plus:具备1920x1080分辨率

一个比例下的分辨率通过 牟定的概念可以 打开适配,如16:9

明显在四个角落上的元素直接牟定在对应的脚上即可! 

正中间就定在正中间。

上下左右就定在对应的上下左右。

但是屏幕变小时依然会出现很大的问题:

 

接下来要登场的是:Canvas Scaler 组件

这样,当屏幕大小发生变化后,UI不再是简单的牟定了,会随着变大变小。


Creating a Scene Selection Menu场景更改后要切换声音:MonoBehaviour中的 void OnLevelWasLoaded(int level)    {        if (level == 2)        {            source.clip = level2Music;            source.Play ();        }    }异步加载场景:using UnityEngine;using System.Collections;using UnityEngine.UI;public class ClickToLoadAsync : MonoBehaviour {    public Slider loadingBar;    public GameObject loadingImage;    private AsyncOperation async;    public void ClickAsync(int level)    {        loadingImage.SetActive(true);        StartCoroutine(LoadLevelWithBar(level));    }    IEnumerator LoadLevelWithBar (int level)    {        async = Application.LoadLevelAsync(level);        while (!async.isDone)        {            loadingBar.value = async.progress;            yield return null;        }    }}





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