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c# - 通过代码使用 Anchor Presets 定位 UI 元素

转载 作者:太空狗 更新时间:2023-10-29 21:16:18 26 4
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当我们在 Unity 中定位 UI 元素时,我们从 anchor 预设中固定位置,以便它的位置正确放置在 Canvas 上。

enter image description here

我们选择顶部、中间、底部、拉伸(stretch)和蓝色点。

如果我在 C# 代码中创建 UI 元素,我该如何做同样的事情?

我做

Texture2D textureWhite = new Texture2D(1, 1);
textureWhite.SetPixel(0, 0, Color.white);
textureWhite.Apply();

如何固定为左上角和蓝色圆点?

最佳答案

UI 对象的 RectTransform 的 anchors(min,max) 值和轴心点值决定了 UI 蓝色点的位置。

如果您按住 Shift 键并单击每个预设,您将在下图中圈出的属性发生变化。然后您可以复制每个变量并将它们放入代码中。

enter image description here

这些属性由脚本通过 RectTransform.anchorMinRectTransform.anchorMaxRectTransform.pivot 控制。

不确定您问题中的 Texture2D 代码与此有什么关系,但下面是设置每个预设的函数:

//------------Top-------------------
void topLeft(GameObject uiObject)
{
RectTransform uitransform = uiObject.GetComponent<RectTransform>();

uitransform.anchorMin = new Vector2(0, 1);
uitransform.anchorMax = new Vector2(0, 1);
uitransform.pivot = new Vector2(0, 1);
}

void topMiddle(GameObject uiObject)
{
RectTransform uitransform = uiObject.GetComponent<RectTransform>();

uitransform.anchorMin = new Vector2(0.5f, 1);
uitransform.anchorMax = new Vector2(0.5f, 1);
uitransform.pivot = new Vector2(0.5f, 1);
}


void topRight(GameObject uiObject)
{
RectTransform uitransform = uiObject.GetComponent<RectTransform>();

uitransform.anchorMin = new Vector2(1, 1);
uitransform.anchorMax = new Vector2(1, 1);
uitransform.pivot = new Vector2(1, 1);
}

//------------Middle-------------------
void middleLeft(GameObject uiObject)
{
RectTransform uitransform = uiObject.GetComponent<RectTransform>();

uitransform.anchorMin = new Vector2(0, 0.5f);
uitransform.anchorMax = new Vector2(0, 0.5f);
uitransform.pivot = new Vector2(0, 0.5f);
}

void middle(GameObject uiObject)
{
RectTransform uitransform = uiObject.GetComponent<RectTransform>();

uitransform.anchorMin = new Vector2(0.5f, 0.5f);
uitransform.anchorMax = new Vector2(0.5f, 0.5f);
uitransform.pivot = new Vector2(0.5f, 0.5f);
}

void middleRight(GameObject uiObject)
{
RectTransform uitransform = uiObject.GetComponent<RectTransform>();

uitransform.anchorMin = new Vector2(1, 0.5f);
uitransform.anchorMax = new Vector2(1, 0.5f);
uitransform.pivot = new Vector2(1, 0.5f);
}

//------------Bottom-------------------
void bottomLeft(GameObject uiObject)
{
RectTransform uitransform = uiObject.GetComponent<RectTransform>();

uitransform.anchorMin = new Vector2(0, 0);
uitransform.anchorMax = new Vector2(0, 0);
uitransform.pivot = new Vector2(0, 0);
}

void bottomMiddle(GameObject uiObject)
{
RectTransform uitransform = uiObject.GetComponent<RectTransform>();

uitransform.anchorMin = new Vector2(0.5f, 0);
uitransform.anchorMax = new Vector2(0.5f, 0);
uitransform.pivot = new Vector2(0.5f, 0);
}

void bottomRight(GameObject uiObject)
{
RectTransform uitransform = uiObject.GetComponent<RectTransform>();

uitransform.anchorMin = new Vector2(1, 0);
uitransform.anchorMax = new Vector2(1, 0);
uitransform.pivot = new Vector2(1, 0);
}

关于c# - 通过代码使用 Anchor Presets 定位 UI 元素,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/46756823/

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