NGUI 拓展Poplist 插件
Posted bambom
tags:
篇首语:本文由小常识网(cha138.com)小编为大家整理,主要介绍了NGUI 拓展Poplist 插件相关的知识,希望对你有一定的参考价值。
using UnityEngine; using System.Collections; using System.Collections.Generic; public class PopupList : UIWidgetContainer { public class PopValue { public object value; public object frag; public PopValue(object value,object frag) { this.value=value; this.frag=frag; } } /// <summary> /// List of all the active toggles currently in the scene. /// </summary> static public List<PopupList> list = new List<PopupList>(); PopupList currentPopList=null; /// <summary> /// 拉框点击按钮 /// </summary> GameObject ClickBtn; /// <summary> /// 选中输入数据 /// </summary> public UILabel InputShowLab; /// <summary> /// 父物件 /// </summary> GameObject DragList; /// <summary> /// 克隆元素 /// </summary> GameObject Item1; /// <summary> /// 下拉背景 /// </summary> GameObject Back; /// <summary> /// 滚动条 /// </summary> SUIWrapContent mSUIWrapContent; Vector3 ActivePos = new Vector3(-47.9f, -95.52f, 0); Vector3 ClosePos = new Vector3(10000,10000,0); /// <summary> /// 选中值改变事件 /// </summary> System.Action<string> OninputvalueChange; /// <summary> /// 值的List /// </summary> List<PopValue> VaList; CreateGridTools<PopValue> mCreateGridTools; /// <summary> /// 默认值 /// </summary> string startValue = ""; public void AddValue(List<PopValue> VaList,string str="",System.Action<string> action=null) { if (action != null) this.OninputvalueChange = action; this.VaList = VaList; if (str != "") InputShowLab.text = UITools.GetColorStr(str, UITools.cWhite); else InputShowLab.text =UITools.GetColorStr((string) VaList[0].value,UITools.cWhite); mCreateGridTools = new CreateGridTools<PopValue>(); mCreateGridTools.InitData(Item1.transform.parent.gameObject, Item1, VaList, InitItem); DragList.SetActive(false); } public void AwakeData() { list.Add(this); VaList = new List<PopValue>(); Back = WindowUtil.Control("Back", gameObject); ClickBtn = WindowUtil.Control("ClickBtn", gameObject); InputShowLab = WindowUtil.Control("InputShowLab", gameObject).GetComponent<UILabel>(); DragList = WindowUtil.Control("DragList", gameObject); spr = ClickBtn.GetComponent<UISprite>(); Item1 = WindowUtil.Control("Item1", gameObject); UIEventListener.Get(ClickBtn).onClick = ListBtnClick; } UISprite spr; /// <summary> /// 下拉点击按钮 /// </summary> /// <param name="go"></param> void ListBtnClick(GameObject go) { UISprite spr = go.GetComponent<UISprite>(); if (spr.spriteName.Equals("Common_PopDown")) //可以下拉 { currentPopList = this; Show(); spr.spriteName = "Common_PopUp"; //打开一个下拉条 关闭其他下拉条 CloseOtherList(currentPopList); } else if(spr.spriteName.Equals("Common_PopUp"))//可以上拉 { Close(); spr.spriteName = "Common_PopDown"; } } void CloseOtherList(PopupList current) { for(int i=0,length=list.Count;i<length;i++) { if(list[i]!=current) { list[i].Close(); } } } #region 打开关闭拉框 /// <summary> /// 展开下拉框 /// </summary> void Show() { Back.SetActive(true); DragList.SetActive(true); } /// <summary> /// 打开下拉框 /// </summary> public void Close() { spr.spriteName = "Common_PopDown"; Back.SetActive(false); DragList.SetActive(false); } #endregion public UILabel ValueLab; void InitItem(GameObject go,PopValue Popvalue,int index) { go.name = index.ToString(); UISprite ItemSprite=go.GetComponent<UISprite>(); UILabel ValueLabs = WindowUtil.Control("ValueLab", go).GetComponent<UILabel>(); ValueLabs.text = UITools.GetColorStr((string)Popvalue.value, UITools.cWhite); UIEventListener.Get(go).onClick=OnItemClick; UIEventListener.Get(go).onHover=OnMouseHaver; } GameObject lastSelect; /// <summary> /// 元素点击处理事件 /// </summary> /// <param name="obj"></param> void OnItemClick(GameObject obj) { int index = int.Parse(obj.name); PopValue value = obj.GetComponent<GameObjectData>().Data as PopValue; InputShowLab.text = UITools.GetColorStr( (string)value.value,UITools.cWhite); if (OninputvalueChange!=null) { OninputvalueChange(InputShowLab.text); } WindowUtil.Control("Sprite", obj).SetActive(true); if (lastSelect != obj) { if (lastSelect != null) { WindowUtil.Control("Sprite", lastSelect).SetActive(false); } lastSelect = obj; } } void OnMouseHaver(GameObject go,bool isHover) { UISprite haver = WindowUtil.Control("Sprite", gameObject).GetComponent<UISprite>(); if (isHover == true) haver.gameObject.SetActive(true); else haver.gameObject.SetActive(false); } } //TODO 编辑器重写 //---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2014 Tasharen Entertainment //---------------------------------------------- #if !UNITY_3_5 && !UNITY_FLASH #define DYNAMIC_FONT #endif using UnityEngine; using UnityEditor; using System.Collections.Generic; /// <summary> /// Inspector class used to edit UIPopupLists. /// </summary> [CustomEditor(typeof(UIPopupList))] public class UIPopupListInspector : UIWidgetContainerEditor { enum FontType { Bitmap, Dynamic, } UIPopupList mList; FontType mType; void OnEnable () { SerializedProperty bit = serializedObject.FindProperty("bitmapFont"); mType = (bit.objectReferenceValue != null) ? FontType.Bitmap : FontType.Dynamic; mList = target as UIPopupList; if (mList.ambigiousFont == null) { mList.ambigiousFont = NGUISettings.ambigiousFont; mList.fontSize = NGUISettings.fontSize; mList.fontStyle = NGUISettings.fontStyle; EditorUtility.SetDirty(mList); } if (mList.atlas == null) { mList.atlas = NGUISettings.atlas; mList.backgroundSprite = NGUISettings.selectedSprite; mList.highlightSprite = NGUISettings.selectedSprite; EditorUtility.SetDirty(mList); } } void RegisterUndo () { NGUIEditorTools.RegisterUndo("Popup List Change", mList); } void OnSelectAtlas (Object obj) { RegisterUndo(); mList.atlas = obj as UIAtlas; NGUISettings.atlas = mList.atlas; } void OnBackground (string spriteName) { RegisterUndo(); mList.backgroundSprite = spriteName; Repaint(); } void OnHighlight (string spriteName) { RegisterUndo(); mList.highlightSprite = spriteName; Repaint(); } void OnBitmapFont (Object obj) { serializedObject.Update(); SerializedProperty sp = serializedObject.FindProperty("bitmapFont"); sp.objectReferenceValue = obj; serializedObject.ApplyModifiedProperties(); NGUISettings.ambigiousFont = obj; } void OnDynamicFont (Object obj) { serializedObject.Update(); SerializedProperty sp = serializedObject.FindProperty("trueTypeFont"); sp.objectReferenceValue = obj; serializedObject.ApplyModifiedProperties(); NGUISettings.ambigiousFont = obj; } public override void OnInspectorGUI () { serializedObject.Update(); NGUIEditorTools.SetLabelWidth(80f); GUILayout.BeginHorizontal(); GUILayout.Space(6f); GUILayout.Label("Options"); GUILayout.EndHorizontal(); string text = ""; foreach (string s in mList.items) text += s + "\n"; GUILayout.Space(-14f); GUILayout.BeginHorizontal(); GUILayout.Space(84f); string modified = EditorGUILayout.TextArea(text, GUILayout.Height(100f)); GUILayout.EndHorizontal(); if (modified != text) { RegisterUndo(); string[] split = modified.Split(new char[] { ‘\n‘ }, System.StringSplitOptions.RemoveEmptyEntries); mList.items.Clear(); foreach (string s in split) mList.items.Add(s); if (string.IsNullOrEmpty(mList.value) || !mList.items.Contains(mList.value)) { mList.value = mList.items.Count > 0 ? mList.items[0] : ""; } } GUI.changed = false; string sel = NGUIEditorTools.DrawList("Default", mList.items.ToArray(), mList.value); if (GUI.changed) serializedObject.FindProperty("mSelectedItem").stringValue = sel; NGUIEditorTools.DrawProperty("Position", serializedObject, "position"); NGUIEditorTools.DrawProperty("Alignment", serializedObject, "alignment"); NGUIEditorTools.DrawProperty("Open on", serializedObject, "openOn"); NGUIEditorTools.DrawProperty("Localized", serializedObject, "isLocalized"); DrawAtlas(); DrawFont(); NGUIEditorTools.DrawEvents("On Value Change", mList, mList.onChange); serializedObject.ApplyModifiedProperties(); } void DrawAtlas() { if (NGUIEditorTools.DrawHeader("Atlas")) { NGUIEditorTools.BeginContents(); GUILayout.BeginHorizontal(); { if (NGUIEditorTools.DrawPrefixButton("Atlas")) ComponentSelector.Show<UIAtlas>(OnSelectAtlas); NGUIEditorTools.DrawProperty("", serializedObject, "atlas"); } GUILayout.EndHorizontal(); NGUIEditorTools.DrawPaddedSpriteField("Background", mList.atlas, mList.backgroundSprite, OnBackground); NGUIEditorTools.DrawPaddedSpriteField("Highlight", mList.atlas, mList.highlightSprite, OnHighlight); EditorGUILayout.Space(); NGUIEditorTools.DrawProperty("Background", serializedObject, "backgroundColor"); NGUIEditorTools.DrawProperty("Highlight", serializedObject, "highlightColor"); NGUIEditorTools.DrawProperty("Animated", serializedObject, "isAnimated"); NGUIEditorTools.EndContents(); } } void DrawFont () { if (NGUIEditorTools.DrawHeader("Font")) { NGUIEditorTools.BeginContents(); SerializedProperty ttf = null; GUILayout.BeginHorizontal(); { if (NGUIEditorTools.DrawPrefixButton("Font")) { if (mType == FontType.Bitmap) { ComponentSelector.Show<UIFont>(OnBitmapFont); } else { ComponentSelector.Show<Font>(OnDynamicFont, new string[] { ".ttf", ".otf"}); } } #if DYNAMIC_FONT GUI.changed = false; mType = (FontType)EditorGUILayout.EnumPopup(mType, GUILayout.Width(62f)); if (GUI.changed) { GUI.changed = false; if (mType == FontType.Bitmap) { serializedObject.FindProperty("trueTypeFont").objectReferenceValue = null; } else { serializedObject.FindProperty("bitmapFont").objectReferenceValue = null; } } #else mType = FontType.Bitmap; #endif if (mType == FontType.Bitmap) { NGUIEditorTools.DrawProperty("", serializedObject, "bitmapFont", GUILayout.MinWidth(40f)); } else { ttf = NGUIEditorTools.DrawProperty("", serializedObject, "trueTypeFont", GUILayout.MinWidth(40f)); } } GUILayout.EndHorizontal(); if (ttf != null && ttf.objectReferenceValue != null) { GUILayout.BeginHorizontal(); { EditorGUI.BeginDisabledGroup(ttf.hasMultipleDifferentValues); NGUIEditorTools.DrawProperty("Font Size", serializedObject, "fontSize", GUILayout.Width(142f)); NGUIEditorTools.DrawProperty("", serializedObject, "fontStyle", GUILayout.MinWidth(40f)); NGUIEditorTools.DrawPadding(); EditorGUI.EndDisabledGroup(); } GUILayout.EndHorizontal(); } else NGUIEditorTools.DrawProperty("Font Size", serializedObject, "fontSize", GUILayout.Width(142f)); NGUIEditorTools.DrawProperty("Text Color", serializedObject, "textColor"); GUILayout.BeginHorizontal(); NGUIEditorTools.SetLabelWidth(66f); EditorGUILayout.PrefixLabel("Padding"); NGUIEditorTools.SetLabelWidth(14f); NGUIEditorTools.DrawProperty("X", serializedObject, "padding.x", GUILayout.MinWidth(30f)); NGUIEditorTools.DrawProperty("Y", serializedObject, "padding.y", GUILayout.MinWidth(30f)); NGUIEditorTools.DrawPadding(); NGUIEditorTools.SetLabelWidth(80f); GUILayout.EndHorizontal(); NGUIEditorTools.EndContents(); } } }
以上是关于NGUI 拓展Poplist 插件的主要内容,如果未能解决你的问题,请参考以下文章
Unity3D的NGUI插件导入工程后提示错误:UnityEngine.QualitySettings、 GetQualityLevel
unity3D ngui 插件 关于隐藏和显示游戏对象的问题