gpt4 book ai didi

c# - 获取 UI 文本元素的高度不正确 Unity

转载 作者:行者123 更新时间:2023-11-30 17:28:44 25 4
gpt4 key购买 nike

我有一些代码可以为文本元素设置自定义,然后高度会像这样自动调整:

Title.SetTextContainerSize("autoH", 330);

public void SetTextContainerSize(string fit, float dimension = 0)
{
if (UIElement.GetComponent<ContentSizeFitter>() == null)
UISizeFitterComponent = UIElement.AddComponent(typeof(ContentSizeFitter)) as ContentSizeFitter;

if (fit == "autoWH")
{
UISizeFitterComponent.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
UISizeFitterComponent.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
base.SetDimensions( RectOptions.sizeDelta);
}
else if (fit == "autoW")
{
UISizeFitterComponent.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
base.SetDimensions( new Vector2(RectOptions.rect.width, dimension));
}
else if (fit == "autoH")
{ //here is a problem..
UISizeFitterComponent.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
Canvas.ForceUpdateCanvases();
Debug.Log(new Vector2(dimension, RectOptions.rect.height));
base.SetDimensions( new Vector2(dimension, RectOptions.rect.height));
}
}

修改 增加设置尺寸功能

public void SetDimensions(Vector2 dimensions)
{
RectOptions.sizeDelta = dimensions;
Dimensions = dimensions; //this just sets the value of a property.
}

但是当我调用函数来更新文本时,我从 Debug.Log() 得到以下结果,它表示宽度 = 330,高度为 2077。在这种情况下,宽度为正确,但高度还差得远。

请在此处查看实际元素及其正确高度的屏幕截图。 enter image description here

编辑2 我的unity版本是2018.1.3f1

更新元素的实际高度时我做错了什么?

如果有完全不同的方法,我也愿意完全重写当前函数,如果有必要的话:)

如果有什么不清楚,请告诉我,以便我澄清!

编辑 3 我决定添加使用该函数的类的完整代码以及调用相应函数的代码,可能存在导致错误的问题:

这是调用问题函数的代码:

var Title = new EasyText(new Vector2(390, -20), Vector2.zero, Data.title, 30, _color: new Color(0,0,0,1));
Title.SetTextContainerSize("autoH", 330);
Main.MainCanvas.Add(Title);

var titleBottom = (Title.Dimensions.y);
Debug.Log(titleBottom);

这是上面代码调用的类:

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections.Generic;

namespace Easy.UI
{

public static class EasyUISettings
{
public struct AnchorPoints
{
public static readonly Vector2 TopLeft = new Vector2(0, 1);
public static readonly Vector2 Center = new Vector2(0.5f, 0.5f);
public static readonly Vector2 CenterLeft = new Vector2(0, 0.5f);
public static readonly Vector2 CenterRight = new Vector2(1, 0.5f);
public static readonly Vector2 TopCenter = new Vector2(0.5f, 1);
public static readonly Vector2 BottomCenter = new Vector2(0.5f, 0);
}

public struct CoordinateReference
{
private CoordinateReference(int minX, int maxX, int minY, int maxY)
{
AnchorMin = new Vector2(minX, minY);
AnchorMax = new Vector2(maxX, maxY);
}

public Vector2 AnchorMin { get; set; }
public Vector2 AnchorMax { get; set; }

public static readonly CoordinateReference TopLeft = new CoordinateReference(0, 0, 1, 1);
public static readonly CoordinateReference TopRight = new CoordinateReference(1, 1, 1, 1);
public static readonly CoordinateReference BottomLeft = new CoordinateReference(0, 0, 0, 0);
public static readonly CoordinateReference BottomRight = new CoordinateReference(1, 1, 0, 0);

}

public struct TextAlignment
{
public static readonly TextAnchor TopLeft = TextAnchor.UpperLeft;
public static readonly TextAnchor TopRight = TextAnchor.UpperRight;
public static readonly TextAnchor TopCenter = TextAnchor.UpperCenter;
public static readonly TextAnchor CenterLeft = TextAnchor.MiddleLeft;
public static readonly TextAnchor CenterRight = TextAnchor.MiddleRight;
public static readonly TextAnchor CenterCenter = TextAnchor.MiddleCenter;
public static readonly TextAnchor BottomLeft = TextAnchor.LowerLeft;
public static readonly TextAnchor BottomCenter = TextAnchor.LowerCenter;
public static readonly TextAnchor BottomRight = TextAnchor.LowerRight;
}
}

public static class EasyUIHelpers
{
public static void DestroyUIElement(EasyUIELementFoundation element)
{
element.DestroyUIElement();
element = null;
}
}

public class EasyCanvas
{

private GameObject CanvasObject, Events;
private RectTransform Rect;
private Canvas CanvasScript;
private CanvasScaler Scaler;
private GraphicRaycaster Raycaster;
private StandaloneInputModule Inputs;
private List<EasyUIELementFoundation> CanvasElements;

public EasyCanvas()
{
CanvasElements = new List<EasyUIELementFoundation>();

CanvasObject = new GameObject();
CanvasObject.name = "EasyCanvas";
Rect = CanvasObject.AddComponent(typeof(RectTransform)) as RectTransform;
CanvasScript = CanvasObject.AddComponent(typeof(Canvas)) as Canvas;
Scaler = CanvasObject.AddComponent(typeof(CanvasScaler)) as CanvasScaler;
Raycaster = CanvasObject.AddComponent(typeof(GraphicRaycaster)) as GraphicRaycaster;

CanvasScript.pixelPerfect = true;

Events = new GameObject();
Events.name = "EasyEventsHandler";
Events.AddComponent(typeof(EventSystem));
Inputs = Events.AddComponent(typeof(StandaloneInputModule)) as StandaloneInputModule;
}

public EasyCanvas(string _type, Camera c) : this()
{
CanvasScript.worldCamera = c;
CanvasScript.planeDistance = 0.15f;

if (_type.Equals("Camera"))
{
CanvasScript.renderMode = RenderMode.ScreenSpaceCamera;
Scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
Scaler.referenceResolution = new Vector2(1920, 1080);
Scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
}
else if(_type.Equals("World"))
CanvasScript.renderMode = RenderMode.WorldSpace;
}

public void Add(EasyUIELementFoundation element)
{
element.AddToCanvas(CanvasScript);
CanvasElements.Add(element);
}

public void EmptyCanvas()
{
for (int i = CanvasElements.Count - 1; i >= 0 ; i--)
{
CanvasElements[i].DestroyUIElement();
CanvasElements[i] = null;
CanvasElements.RemoveAt(i);
}
}

public Vector2 GetCanvasDimensions()
{
return Rect.sizeDelta;
}
}

public abstract class EasyUIELementFoundation
{
protected GameObject UIElement;
protected RectTransform RectOptions;
public Vector2 Position { get; private set; }
public Vector2 Dimensions { get; private set; }
public Vector2 PivotPoint { get; private set; }
public EasyUISettings.CoordinateReference ReferenceCoordinates { get; private set; }

protected EasyUIELementFoundation(Vector2 _position, Vector2 _dimensions)
{
UIElement = new GameObject();
RectOptions = UIElement.AddComponent(typeof(RectTransform)) as RectTransform;
SetPivotReference(EasyUISettings.AnchorPoints.TopLeft);
SetCoordinateReference(EasyUISettings.CoordinateReference.TopLeft);
SetPosition(_position);
SetDimensions(_dimensions);
}

public void SetCoordinateReference(EasyUISettings.CoordinateReference reference)
{
RectOptions.anchorMin = reference.AnchorMin;
RectOptions.anchorMax = reference.AnchorMax;
ReferenceCoordinates = reference;
}

public void SetPivotReference(Vector2 reference)
{
RectOptions.pivot = reference;
PivotPoint = reference;
}

public void SetPosition(Vector2 pos)
{
RectOptions.anchoredPosition = pos;
Position = pos;
}

public void SetDimensions(Vector2 dimensions)
{
RectOptions.sizeDelta = dimensions;
Dimensions = dimensions;
}

public void AddToCanvas(Canvas c)
{
UIElement.transform.SetParent(c.transform, false);
}

public void DestroyUIElement()
{
Object.Destroy(UIElement);
}
}

public class EasyText : EasyUIELementFoundation
{
protected ContentSizeFitter UISizeFitterComponent;
protected Text UITextComponent;
public string Text { get; private set; }
public Color TextColor { get; private set; }
public Font TextFont { get; private set; }
public int FontSize { get; private set; }
public TextAnchor TextAlignment { get; private set; }

public EasyText(Vector2 _position = default(Vector2), Vector2 _dimensions = default(Vector2), string _text = "Base Text", int _fontSize = 15, Font _font = null, Color _color = default(Color), TextAnchor _align = default(TextAnchor)) : base(_position, _dimensions)
{
UITextComponent = UIElement.AddComponent(typeof(Text)) as Text;
SetText(_text);
SetTextSize(_fontSize);
SetFont(_font);
SetTextColor(_color);
SetTextAlignment(_align);
}

public void SetText(string text)
{
Text = text;
UITextComponent.text = Text;
}

public void SetTextSize(int size)
{
FontSize = size;
UITextComponent.fontSize = size;
}

public void SetFont(UnityEngine.Object font)
{
var ValidFont = (Font)font;
if(ValidFont != null)
{
TextFont = ValidFont;
UITextComponent.font = TextFont;
}
else
{
TextFont = Resources.GetBuiltinResource(typeof(Font), "Arial.ttf") as Font;
UITextComponent.font = TextFont;
Debug.LogWarning("No font was specified using default font");
}
}

public void SetTextColor(Color color)
{
TextColor = color;
UITextComponent.color = TextColor;
}

public void SetTextAlignment(TextAnchor alignment)
{
TextAlignment = alignment;
UITextComponent.alignment = alignment;
}

public void SetTextContainerSize(string fit, float dimension = 0)
{
if (UIElement.GetComponent<ContentSizeFitter>() == null)
UISizeFitterComponent = UIElement.AddComponent(typeof(ContentSizeFitter)) as ContentSizeFitter;

if (fit == "autoWH")
{
UISizeFitterComponent.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
UISizeFitterComponent.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
base.SetDimensions( RectOptions.sizeDelta);
}
else if (fit == "autoW")
{
UISizeFitterComponent.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
UISizeFitterComponent.verticalFit = ContentSizeFitter.FitMode.Unconstrained;
base.SetDimensions( new Vector2(RectOptions.rect.width, dimension));
}
else if (fit == "autoH")
{
UISizeFitterComponent.horizontalFit = ContentSizeFitter.FitMode.Unconstrained;
UISizeFitterComponent.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
// THIS NEEDS A FIX OMG
// LayoutRebuilder.ForceRebuildLayoutImmediate(RectOptions);
Canvas.ForceUpdateCanvases();
UISizeFitterComponent.SetLayoutVertical();
base.SetDimensions( new Vector2(dimension, RectOptions.rect.height));
}
}

public void RemoveContentSizeFitter()
{
var component = UIElement.GetComponent(typeof(ContentSizeFitter)) as ContentSizeFitter;
if(component != null)
Object.Destroy(component);
}
}
}

最佳答案

在花了几个小时试图找到解决方案后,我终于找到了..

这实际上是一个非常愚蠢的错误。

解释如下:

我通过以下方式启动了我的自定义 UIText 类:

var Title = new EasyText(new Vector2(390, -20), Vector2.zero, Data.title, 30, _color: new Color(0,0,0,1));

注意到文本元素尺寸的 Vector.zero 了吗?是的,这会导致一些问题。

因为我在刚刚创建的标题元素上调用了以下内容:

Title.SetTextContainerSize("autoH", 330);

这会调用我的尺码更新函数,见下文:

public void SetTextContainerSize(string fit, float dimension = 0)
{
if (UIElement.GetComponent<ContentSizeFitter>() == null)
UISizeFitterComponent = UIElement.AddComponent(typeof(ContentSizeFitter)) as ContentSizeFitter;

if (fit == "autoWH")
{
UISizeFitterComponent.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
UISizeFitterComponent.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
base.SetDimensions( RectOptions.sizeDelta);
}
else if (fit == "autoW")
{
UISizeFitterComponent.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
UISizeFitterComponent.verticalFit = ContentSizeFitter.FitMode.Unconstrained;
Canvas.ForceUpdateCanvases();
base.SetDimensions( new Vector2(RectOptions.rect.width, dimension));
}
else if (fit == "autoH")
{
UISizeFitterComponent.horizontalFit = ContentSizeFitter.FitMode.Unconstrained;
UISizeFitterComponent.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
Canvas.ForceUpdateCanvases();
base.SetDimensions( new Vector2(dimension, RectOptions.rect.height));
}
}

在 fit 值为 autoW 或 autoH 的情况下,程序将添加内容大小 fitter 但由于元素的大小因初始化而为 0。 content size fitter 会将元素扩展到极限,因为另一个大小仅为 0。然后我更新 Canvas ,但这没有做任何事情,因为元素的宽度或高度为 0。在取回值时会产生巨大的数字。那么如何解决这个问题呢?

在添加内容大小适配器之前,只需确保元素具有一定的宽度或高度,如下所示:

public void SetTextContainerSize(string fit, float dimension = 0)
{
if (UIElement.GetComponent<ContentSizeFitter>() == null)
UISizeFitterComponent = UIElement.AddComponent(typeof(ContentSizeFitter)) as ContentSizeFitter;

if (fit == "autoWH")
{
UISizeFitterComponent.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
UISizeFitterComponent.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
}
else if (fit == "autoW")
{
base.SetDimensions(new Vector2(dimension, dimension));
UISizeFitterComponent.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
UISizeFitterComponent.verticalFit = ContentSizeFitter.FitMode.Unconstrained;
Canvas.ForceUpdateCanvases();
base.SetDimensions( new Vector2(RectOptions.rect.width, dimension));
}
else if (fit == "autoH")
{
base.SetDimensions(new Vector2(dimension, dimension));
UISizeFitterComponent.horizontalFit = ContentSizeFitter.FitMode.Unconstrained;
UISizeFitterComponent.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
Canvas.ForceUpdateCanvases();
base.SetDimensions( new Vector2(dimension, RectOptions.rect.height));
}
}

这解决了我的问题。我真的希望这对以后的任何人都有帮助!
如果您不明白任何内容,请发表评论,以便我澄清我的答案:)

关于c# - 获取 UI 文本元素的高度不正确 Unity,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/52187909/

25 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com