【小松教你手游开发】【系统模块开发】父节点下的各个子节点居中摆放

来源:互联网 发布:python beaker 编辑:程序博客网 时间:2024/05/01 03:08

有过一个需求需要一个item,两个item,三个item(不一定有多少个子节点)不同情况都要居中

有两个方法解决:

1.只需要在uiscrollview上的resetPosition 设为0.5,调一下resetPosition自动居中

2.如果本身在uiScrollview上就不能这么用了,两个uiscrollview不能重叠嘛。

所以写了个脚本负责计算每个子节点的localposition。

using UnityEngine;using System.Collections;using System.Collections.Generic;public class CenterChildTransfroms{    UIAnchor m_anchor;    private Transform m_transform;    private GameObject m_containerGameObject;    private float m_spacing;    public CenterChildTransfroms(Transform transform, GameObject containerGameObject,Camera camera, float spacing =0)    {        m_transform = transform;        m_containerGameObject = containerGameObject;        m_spacing = spacing;        m_anchor = m_transform.GetComponent<UIAnchor>();        if (m_anchor == null)            m_anchor = m_transform.gameObject.AddComponent<UIAnchor>();        m_anchor.uiCamera = camera;        m_anchor.container = containerGameObject;        m_anchor.side = UIAnchor.Side.Center;        m_anchor.enabled = false;    }    public void RepositionChildTransfroms()    {        float totalWidth = 0;        List<Transform> childTrans = new List<Transform>();        List<float> childTransBoundSizeX = new List<float>();        foreach (Transform t in m_transform)        {            if(t.gameObject.activeSelf)            {                childTrans.Add(t);                float width = (NGUIMath.CalculateRelativeWidgetBounds(t).size.x * t.localScale.x) + m_spacing;                totalWidth += width;                childTransBoundSizeX.Add(width);            }         }        if(childTrans.Count > 0)        {            //先计算好第一个transform坐标            childTrans[0].localPosition = new Vector3((-totalWidth / 2 + childTransBoundSizeX[0] / 2), childTrans[0].localPosition.y, childTrans[0].localPosition.z);            for(int i =1;i<childTrans.Count;i++)            {                float lastTransBoundX = childTransBoundSizeX[i - 1] / 2;                float transBoundX = childTransBoundSizeX[i] / 2;                childTrans[i].localPosition = new Vector3(childTrans[i - 1].localPosition.x + lastTransBoundX + transBoundX , childTrans[i].localPosition.y,childTrans[i].localPosition.z);            }        }        CenterTransform();    }    public void CenterTransform()    {        m_anchor.enabled = true;    }}

这里可以看到使用前是需要传递父节点transform,居中在哪个GameObject的那个gameObject,传入所属UIcamera,和每个子节点之间间隙。

其实也就是在父节点上添加一个锚点UIAnchor,把需要的参数(cotainerGameObject,Camera)塞进去.

计算时先计算总宽,算出并摆放第一个transform的localPosition,之后根据这个坐标进行一个个计算


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