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Unity实现通用的信息提示框

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Unity实现通用的信息提示框

本文实例为大家分享了Unity实现信息提示框的具体代码,供大家参考,具体内容如下

1、创建一个信息提示框添加InfoTipsframeScale脚本(然后将其制作为预制体)

2、编写该信息提示框的控制脚本


 
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Global;
using kernal;
using UnityEngine.UI;
 
namespace View
{
 public class InfoTipsframeScale : Global_baseScalePopUp
 {
  private ScaleType _ScaleType = ScaleType.Scale;  //缩放类型为Scale
  public Button btnClose;   //关闭按钮
  public Text text_TipsTitle;   //提示框的标题
  public Text text_TipsContent;  //提示框的内容
 
 
 
  private void Start()
  {
   //注册相关按钮
   ResigterBtn();
  }
 
 
  //注册按钮
  /// 
  /// 注册相关按钮
  /// 
  public void ResigterBtn()
  {
   if (btnClose != null)
   {
    EventTriggerListener.Get(btnClose.gameObject).onClick += BtnCloseMethod;
   }
  }
 
  /// 
  /// 缩放基础设置
  /// 
  public void baseSettings()
 {
   //物体基础缩放设置
   base.needScaleGameObject = this.gameObject.transform;
   base.needScaleGameObject.gameObject.SetActive(false);
   base.needScaleGameObject.localScale = new Vector3(0, 0, 0);
 
  }
 
 
 
  /// 
  /// 开启缩放
  /// 
  public void StartScale()
  {
   this.gameObject.SetActive(true);
   //物体基础缩放设置
   base.ScaleMenu();
  }
 
  /// 
  /// 关闭按钮的方法
  /// 
  /// 
  private void BtnCloseMethod(GameObject go)
  {
   if (go==btnClose.gameObject)
   {
    //开启缩放
    StartScale();
 
    //延迟销毁物体
    Destroy(this.gameObject, Global_Parameter.INTERVAL_TIME_0DOT5);
   }
  }
 
  /// 
  /// 显示提示框的标题、提示信息内容
  /// 
  /// 提示的标题
  /// 提示的内容
  public void DisplayTipsframeTextContent(string TipsContents,string Tipstitle = "信息提示")
  {
   if (text_TipsTitle!=null&&text_TipsContent!=null)
   {
    text_TipsTitle.text = Tipstitle;
    text_TipsContent.text = TipsContents;
   }
  }
 
 }//class_end
}

 
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using kernal;
using View;
 
namespace Global
{
 public class InfoTipsframe
 {
  private static InfoTipsframe _Instance;  //本类实例
  private Transform _InfoTipsframe;   //信息提示框
 
 
  /// 
  /// 本类实例
  /// 
  /// 
  public static InfoTipsframe GetInstance()
  {
   if (_Instance==null)
   {
    _Instance = new InfoTipsframe();
   }
   return _Instance;
  }
 
 
  /// 
  /// 显示信息提示框与内容
  /// 
  /// 提示的标题
  /// 提示的内容
  public void DisplayTipsframeAndContents(GameObject infoTipsframeParent, string TipsTitle, string TipsContents)
  {
   //获取到信息提示框且显示
   GetInfoTipframe(infoTipsframeParent, true);
   _InfoTipsframe.GetComponent().DisplayTipsframeTextContent(TipsContents, TipsTitle);
  }
 
 
  /// 
  /// 获取到信息提示框
  /// 
  /// 信息提示框的父物体
  /// 是否启用
  private void GetInfoTipframe(GameObject infoTipsframeParent,bool IsEnable)
  {
   _InfoTipsframe = LoadPrefabs.GetInstance().GetLoadPrefab("Tipsframe/Tipsframe").transform;
   _InfoTipsframe.parent = infoTipsframeParent.transform.parent;
   _InfoTipsframe.localPosition = new Vector3(0, 0, 0);
   _InfoTipsframe.localScale = new Vector3(1, 1, 1);
   _InfoTipsframe.gameObject.SetActive(IsEnable);
   if (IsEnable == true)
   {
    _InfoTipsframe.GetComponent().baseSettings();
   }
   _InfoTipsframe.GetComponent().StartScale();
  }
 
  
 
 }//class_end
}

3、使用方法


 
using Global;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
namespace SimpleUIframe
{
 public class Test_InfoTipsframe : MonoBehaviour
 {
  public GameObject infoTipsframeParent;
 
  void Start()
 {
 
 }
 
  private void Update()
  {
   if (Input.GetKeyDown(KeyCode.A))
   {
    //显示信息提示框及其内容
    InfoTipsframe.GetInstance().DisplayTipsframeAndContents(infoTipsframeParent, "信息提示", "不存在上一页数据");
   }
  }
 
 }
}

将该脚本添加到一个物体上(同时禁用做好的信息提示框),运行点击键盘A即可出现该信息提示框

备注:

1、资源加载方法


 
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
namespace kernal
{
 public class LoadPrefabs 
 {
  private static LoadPrefabs _Instance;  //本脚本实例
 
 
 
  /// 
  /// 本类实例
  /// 
  /// 
  public static LoadPrefabs GetInstance()
  {
   if (_Instance==null)
   {
    _Instance = new LoadPrefabs();
   }
   return _Instance;
  }
 
  /// 
  /// 加载预制体
  /// 
  /// 预制体路径和名称
  /// 
  public GameObject GetLoadPrefab(string prefabsPathAndName)
  {
   //把资源加载到内存中
   Object go = Resources.Load("Prefabs/" + prefabsPathAndName, typeof(GameObject));
   //用加载得到的资源对象,实例化游戏对象,实现游戏物体的动态加载
   GameObject LoadPrefab =UnityEngine.MonoBehaviour.Instantiate(go) as GameObject;
 
   //Debug.Log("加载的预制体="+LoadPrefab);
   return LoadPrefab;
 
  }
 
 
 }//class_end
}

2、 通用缩放方法


 
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
using kernal;
 
namespace Global
{
 public class Global_baseScalePopUp : MonoBehaviour
 {
  
  protected Transform needScaleGameObject;   //需要缩放的物体 
  protected float scaleMenuSpeed = 0.5F;   //缩放的移动速度
 
  private bool _IsScaleMark = false;   //物体缩放的标识 
 
  protected ScaleType scaleType = ScaleType.None; //默认缩放的类型
 
 
  public IEnumerator StartJudgeScaleType()
  {
   yield return new WaitForSeconds(Global_Parameter.INTERVAL_TIME_0DOT3);
 
   switch (scaleType)
   {
    case ScaleType.None:
     //_NeedScaleGameObject.localScale = new Vector3(1, 1, 1);
     break;
    case ScaleType.Scale:
     needScaleGameObject.localScale = new Vector3(0, 0, 0);
     break;
    case ScaleType.UpAndDown:
     needScaleGameObject.localScale = new Vector3(1, 0, 1);
     break;
    case ScaleType.LeftAndRight:
     needScaleGameObject.localScale = new Vector3(0, 1, 1);
     break;
    default:
     break;
   }
 
  }
 
  /// 
  /// 放大与缩小弹出菜单
  /// 
  public void ScaleMenu()
  {
   if (needScaleGameObject.gameObject != null)
   {
    if (_IsScaleMark == false)
    {
     needScaleGameObject.DOScale(new Vector3(1, 1, 1), scaleMenuSpeed);
     _IsScaleMark = true;
 
    }
    else
    {
     needScaleGameObject.DOScale(new Vector3(0, 0, 0), scaleMenuSpeed);
     _IsScaleMark = false;
     StartCoroutine("HideGameObject");
    }
   }
   else
   {
    Debug.LogError(GetType() + "/Start()/_NeedScaleGameObject " + needScaleGameObject.gameObject + " 物体不存在请检查!!!");
   }
  }
 
  /// 
  /// 上下打开弹出菜单
  /// 
  public void UpAndDown()
  {
   if (needScaleGameObject.gameObject != null)
   {
    if (_IsScaleMark == false)
    {
     needScaleGameObject.DOScale(new Vector3(1, 1, 1), scaleMenuSpeed);
     _IsScaleMark = true;
 
    }
    else
    {
     needScaleGameObject.DOScale(new Vector3(1, 0, 1), scaleMenuSpeed);
     _IsScaleMark = false;
     StartCoroutine("HideGameObject");
    }
   }
   else
   {
    Debug.LogError(GetType() + "/Start()/_NeedScaleGameObject " + needScaleGameObject.gameObject + " 物体不存在请检查!!!");
   }
 
  }
 
  /// 
  /// 左右打开弹出菜单
  /// 
  public void leftAndRight()
  {
   if (needScaleGameObject.gameObject != null)
   {
    if (_IsScaleMark == false)
    {
     needScaleGameObject.DOScale(new Vector3(1, 1, 1), scaleMenuSpeed);
     _IsScaleMark = true;
 
    }
    else
    {
     needScaleGameObject.DOScale(new Vector3(0, 1, 1), scaleMenuSpeed);
     _IsScaleMark = false;
     StartCoroutine("HideGameObject");
    }
   }
   else
   {
    Debug.LogError(GetType() + "/Start()/_NeedScaleGameObject " + needScaleGameObject.gameObject + " 物体不存在请检查!!!");
   }
 
  }
 
 
  /// 
  /// 隐藏游戏物体
  /// 
  IEnumerator HideGameObject()
  {
   yield return new WaitForSeconds(scaleMenuSpeed);
   needScaleGameObject.gameObject.SetActive(false);
  }
 
  /// 
  /// 基础面板设置
  /// 
  /// 需要缩放的物体
  /// 物体缩放类型
  /// 缩放的速度
  public void basePanelSettings( GameObject needScaleGo,ScaleType scaleType, float scaleSpeed=0.3F)
  {
   //默认隐藏右侧内容区域
   if (needScaleGo != null)
   {
    needScaleGo.SetActive(false);
 
    //指定弹出菜单
    needScaleGameObject = needScaleGo.transform;
    //指定需要弹出菜单执行的动画类型
    this.scaleType = scaleType;
    StartCoroutine(StartJudgeScaleType());
    
    //物体缩放的速度
    scaleMenuSpeed = scaleSpeed;
 
   }
   else
   {
    Log.Write(GetType() + "/BtnonClickEvent()/使用手册面板中按钮点击对应的面板右侧内容不存在,请检查" + needScaleGo + "物体");
   }
  }
 
 }//class_end
}

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持考高分网。

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