U3D对GridLayoutGourp的重写实现适配
Posted 有间猫
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原因是在做一个项目的时候,策划要求的展示效果与grid的实现效果不一致
Grid对最后不能铺满的一行不能根据设置的Alignment进行对齐,又不懒得自己去算。故此对GridLayoutGourp进行重写,实现最后一行按照Alignment进行对齐
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class AdapGridLayoutGroup : GridLayoutGroup
public override void CalculateLayoutInputHorizontal()
base.CalculateLayoutInputHorizontal();
public override void CalculateLayoutInputVertical()
base.CalculateLayoutInputVertical();
public override void SetLayoutHorizontal()
SetCellsAlongAxis(0);
public override void SetLayoutVertical()
SetCellsAlongAxis(1);
private void SetCellsAlongAxis(int axis)
// Normally a Layout Controller should only set horizontal values when invoked for the horizontal axis
// and only vertical values when invoked for the vertical axis.
// However, in this case we set both the horizontal and vertical position when invoked for the vertical axis.
// Since we only set the horizontal position and not the size, it shouldn\'t affect children\'s layout,
// and thus shouldn\'t break the rule that all horizontal layout must be calculated before all vertical layout.
var rectChildrenCount = rectChildren.Count;
if (axis == 0)
// Only set the sizes when invoked for horizontal axis, not the positions.
for (int i = 0; i < rectChildrenCount; i++)
RectTransform rect = rectChildren[i];
m_Tracker.Add(this, rect,
DrivenTransformProperties.Anchors |
DrivenTransformProperties.AnchoredPosition |
DrivenTransformProperties.SizeDelta);
rect.anchorMin = Vector2.up;
rect.anchorMax = Vector2.up;
rect.sizeDelta = cellSize;
return;
float width = rectTransform.rect.size.x;
float height = rectTransform.rect.size.y;
int cellCountX = 1;
int cellCountY = 1;
if (m_Constraint == Constraint.FixedColumnCount)
cellCountX = m_ConstraintCount;
if (rectChildrenCount > cellCountX)
cellCountY = rectChildrenCount / cellCountX + (rectChildrenCount % cellCountX > 0 ? 1 : 0);
else if (m_Constraint == Constraint.FixedRowCount)
cellCountY = m_ConstraintCount;
if (rectChildrenCount > cellCountY)
cellCountX = rectChildrenCount / cellCountY + (rectChildrenCount % cellCountY > 0 ? 1 : 0);
else
if (cellSize.x + spacing.x <= 0)
cellCountX = int.MaxValue;
else
cellCountX = Mathf.Max(1, Mathf.FloorToInt((width - padding.horizontal + spacing.x + 0.001f) / (cellSize.x + spacing.x)));
if (cellSize.y + spacing.y <= 0)
cellCountY = int.MaxValue;
else
cellCountY = Mathf.Max(1, Mathf.FloorToInt((height - padding.vertical + spacing.y + 0.001f) / (cellSize.y + spacing.y)));
int cornerX = (int)startCorner % 2;
int cornerY = (int)startCorner / 2;
int cellsPerMainAxis, actualCellCountX, actualCellCountY;
if (startAxis == Axis.Horizontal)
cellsPerMainAxis = cellCountX;
actualCellCountX = Mathf.Clamp(cellCountX, 1, rectChildrenCount);
actualCellCountY = Mathf.Clamp(cellCountY, 1, Mathf.CeilToInt(rectChildrenCount / (float)cellsPerMainAxis));
else
cellsPerMainAxis = cellCountY;
actualCellCountY = Mathf.Clamp(cellCountY, 1, rectChildrenCount);
actualCellCountX = Mathf.Clamp(cellCountX, 1, Mathf.CeilToInt(rectChildrenCount / (float)cellsPerMainAxis));
Vector2 requiredSpace = new Vector2(
actualCellCountX * cellSize.x + (actualCellCountX - 1) * spacing.x,
actualCellCountY * cellSize.y + (actualCellCountY - 1) * spacing.y
);
Vector2 startOffset = new Vector2(
GetStartOffset(0, requiredSpace.x),
GetStartOffset(1, requiredSpace.y)
);
int endRowCount = rectChildrenCount % cellsPerMainAxis;
int endRowStart = rectChildrenCount - endRowCount;
for (int i = 0; i < rectChildrenCount; i++)
// 在最后一行开始的时候更新开始偏移坐标
if(i == endRowStart)
if (startAxis == Axis.Horizontal)
actualCellCountX = Mathf.Clamp(cellCountX, 1, endRowCount );
actualCellCountY = Mathf.Clamp(cellCountY, 1, Mathf.CeilToInt(rectChildrenCount / (float)cellsPerMainAxis));
else
actualCellCountY = Mathf.Clamp(cellCountY, 1, endRowCount);
actualCellCountX = Mathf.Clamp(cellCountX, 1, Mathf.CeilToInt(rectChildrenCount / (float)cellsPerMainAxis));
requiredSpace = new Vector2(
actualCellCountX * cellSize.x + (actualCellCountX - 1) * spacing.x,
actualCellCountY * cellSize.y + (actualCellCountY - 1) * spacing.y
);
startOffset = new Vector2(
GetStartOffset(0, requiredSpace.x),
GetStartOffset(1, requiredSpace.y)
);
int positionX;
int positionY;
if (startAxis == Axis.Horizontal)
positionX = i % cellsPerMainAxis;
positionY = i / cellsPerMainAxis;
else
positionX = i / cellsPerMainAxis;
positionY = i % cellsPerMainAxis;
if (cornerX == 1)
positionX = actualCellCountX - 1 - positionX;
if (cornerY == 1)
positionY = actualCellCountY - 1 - positionY;
SetChildAlongAxis(rectChildren[i], 0, startOffset.x + (cellSize[0] + spacing[0]) * positionX, cellSize[0]);
SetChildAlongAxis(rectChildren[i], 1, startOffset.y + (cellSize[1] + spacing[1]) * positionY, cellSize[1]);
暂未实现GridLayoutGroup根据内容进行ContentFilterSize的功能
PTA基础编程题目集——爬动的蠕虫
原题链接https://pintia.cn/problem-sets/14/problems/797
这题一开始考虑时犯了一些错误,一开始是这样考虑的,按题目的意思,每2分钟蠕虫爬行的距离是(U-D)寸。那么平均每分钟爬行的距离是(U-D+1)/2寸。然后对照样例数据N=12,U=3,D=1算出需要8分钟爬完,当然这个结果是错的。调整一下思路,假设时间为t,爬行距离为s。当t=0时,s=0;当t=1时,s=U;当t=2时,s=U-D;当t=3时,s=U-D+U;当t=4时,S=U-D+U-D;.......所以,可以根据s和t的关系得出以t为自变量关于s的函数关系f(t),这是个分段函数,当t%2==0时,f(t)=(t/2)(U-D);当t%2==1时,f(t)=f(t-1)+U。这里有个递归的形式,因为当t%2==1时,t-1肯定是偶数,所以可以进一步将t-1代入f(t)=(t/2)(U-D)得出当t为奇数时f(t)=((t-1)/2)(U-D)+U。
有了函数关系,就可以写代码了,代码如下:
1 #include <stdio.h> 2 int main(void){ 3 int t = 0, s, n, u, d; //t表示时间,s表示爬行距离 4 scanf("%d %d %d", &n, &u, &d); 5 while(1){ 6 if(t % 2 == 0){ 7 s = (t / 2)*(u - d); 8 }else{ 9 s = ((t - 1) / 2) * (u - d) + u; 10 } 11 if(s >= n){ //当爬行距离大于指定距离,跳出循环 12 break; 13 } 14 t++; 15 } 16 printf("%d ", t); //打印所花费的时间 17 return 0; 18 }
如果直接采用递归形式,代码如下:
1 #include <stdio.h> 2 int distance(const int t, const int u, const int d); 3 int main(void){ 4 int t, s, n, u, d; 5 scanf("%d %d %d", &n, &u, &d); 6 for(t = 0; ; t++){ 7 s = distance(t, u, d); 8 if(s >= n){ 9 break; 10 } 11 } 12 printf("%d ", t); 13 return 0; 14 } 15 16 //计算指定时间点爬行的距离 17 int distance(const int t, const int u, const int d){ 18 if(t % 2 == 0){ 19 return (t / 2)*(u - d); 20 }else{ 21 return distance(t - 1, u, d) + u; 22 } 23 }
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