1、Popup List(下拉列表)
创建一个Sprite–>添加Box Collider–>添加Popup List Script–>Options(大学、研究生、博士)–>设置Default、Positon、Alignment、Background–>为Sprite创建一个子Label–>把子Label拖拉到Sprite属性On Value Change下面的Notify里面–>Method选中setCurrentSelection
用系统自带的Popup List,要把Simple Popup List和Label的字体都设置为Unity和Dynamice(动态的),才可以显示中文
2、Toggle(多选框)
创建一个Sprite–>添加Box Collider–>添加Toggle Script–>为Sprite创建一个子Sprite(对钩图片)–>把子Sprite拖拉到Sprite属性"Sprite"里面–>设置Transitoin、Starting State
3、拖拽和调节组件大小
新建一个Sprite–>添加Box Collider–>添加Drag Object–>把Sprite拖拉到属性UIDrag Object的Target里面(Drag Effect:拖拽效果)
添加一个子Sprite–>添加Box Collider–>添加Drag Resize Script–>把Sprite拖拉到属性UIDrag Resize的Target里面–>Anchors设置(Type:Unified 四个方向都为自身)
UIDrag Resize里面的属性Pivot设置拖拽效果
4、Scroll Bar (滚动条)
新建一个Sprite–>添加Box Collider–>添加Drag Object–>把Sprite拖拉到属性UIDrag Object的Target里面(Drag Effect:拖拽效果)
添加一个子Sprite–>添加Box Collider–>添加Drag Resize Script–>把Sprite拖拉到属性UIDrag Resize的Target里面–>Anchors设置(Type:Unified 四个方向都为自身)
UIDrag Resize里面的属性Pivot设置拖拽效果
5、TextList
新建一个Label–>添加Box Collider–添加Text List–>添加脚本
private UITextList testList;
int i=0;
void Start () {
testList = this.GetComponent ();
}
void Update () {
if (Input.GetMouseButtonDown (0)) {
i++;
testList.Add (“gopedu”+i);
}
}
6、背包系统
新建一个Sprite(鞋子)添加Box Collider添加Drag Drop Item添加3个Sprite(格子)设置鞋子的属性(Widget里面的Depth点击Forward并设置值为2(拖拉鞋子可以放到格子上面),把shoe拖拉到Sprite上面)
使用Json解析完成背包功能
删除UIDrag Drop Item,为格子添加Box Collider,创建一个脚本放到鞋子上,当把鞋子放到格子上时就可以看到控制台打印信息。
public class KnapsackItem : UIDragDropItem{
protected override void OnDragDropRelease (GameObject surface)
{
base.OnDragDropRelease (surface);
print (surface);
}
}
修改脚本KnapsackItem ,当拖拉鞋子到各个格子里面时默认都居中
public class KnapsackItem : UIDragDropItem {
protected override void OnDragDropRelease (GameObject surface)
{
base.OnDragDropRelease (surface);
this.transform.parent = surface.transform;
this.transform.localPosition = Vector3.zero;
}
}
把shoe放入prefabs文件夹中,然后删掉shoe-->给每一个knapsack都添加Box Collider-->编写一个脚本然后拖拉到bg(背景)上面-->把bg属性Cells的Size大小设置为9-->把每个knapsack分别拖拉到对应的Element里面
public class MyKnapsack : MonoBehaviour {
public GameObject[] cells;
}
交换鞋子
把两只鞋子(shoe)分别放到两个背包(knaspack)里面-->添加两个标签(格子的标签是Cell ,背包的标签是Knaspack)
public class KnapsackItem : UIDragDropItem {
protected override void OnDragDropRelease (GameObject surface)
{
base.OnDragDropRelease (surface);
if (surface.tag == "Cell") {
this.transform.parent = surface.transform;
this.transform.localPosition = Vector3.zero;
}else if(surface.tag =="Knaspack"){
Transform parent=surface.transform.parent;
surface.transform.parent=this.transform.parent;
surface.transform.localPosition=Vector3.zero;
this.transform.parent=parent;
this.transform.localPosition=Vector3.zero;
}
}
}
为objectName添加三个游戏物体,把预设shoe放入item
public class MyKnapsack : MonoBehaviour {
public GameObject[] cells;
public string[] objectName;
public GameObject item;
}
public class KnapsackItem : UIDragDropItem {
public UISprite sprite;
public UILabel label;
private int count = 1;
public void AddCount(int number){
count += number;
label.text = count + "";
}
protected override void OnDragDropRelease (GameObject surface)
{
base.OnDragDropRelease (surface);
if (surface.tag == "Cell") {
this.transform.parent = surface.transform;
this.transform.localPosition = Vector3.zero;
}else if(surface.tag =="Knapsack"){
Transform parent=surface.transform.parent;
surface.transform.parent=this.transform.parent;
surface.transform.localPosition=Vector3.zero;
this.transform.parent=parent;
this.transform.localPosition=Vector3.zero;
}
}
}
public class MyKnapsack : MonoBehaviour {
public GameObject[] cells;
public string[] objectName;
public GameObject item;
void Update(){
if (Input.GetKeyDown (KeyCode.X)) {
Pickup();
}
}
public void Pickup(){
int index = Random.Range (0,objectName.Length);
string name = objectName [index];
for (int i=0; i<cells.Length; i++) {
if (cells [i].transform.childCount == 0)
{
//如果当前位置没有物品,添加我们捡起来的物品
GameObject go = NGUITools.AddChild (cells [i], item);
go.GetComponent<UISprite> ().spriteName = name;
go.transform.localPosition = Vector3.zero;
break;
}else {
KnapsackItem ki = cells[i].GetComponentInChildren<KnapsackItem>();
if (ki.sprite.spriteName.Equals(name))
{
ki.AddCount(1);
break;
}
}
}