如何使用UNITY3D 中GUI组件
2020-10-30 8:46:56 点击:
using UnityEngine; using System.Collections; public class Cube1Control : MonoBehaviour { public Texture texture; public Texture2D texture2D; public Texture2D texture2DActive; public string userName; public string password; public string remark; public bool isSuccess; public int select=0; public bool toggle1 = false; public Texture2D bug1; public Texture2D bug2; public float h; public Vector2 vector2; Rect rect1 = new Rect(0, 10, 300, 500); Rect rect2 = new Rect(600, 10, 300, 500); public int selGridId = 0; string[] selString = new string[] { "Grid1", "Grid2", "Grid3", "Grid4", "Grid5" }; // Use this for initialization void Start () { h = 40; } // Update is called once per frame void Update () { } void win(int id) { GUI.Button(new Rect(10, 120, 150, 50), "点击按钮"); //使用DragWindow启用窗口拖动 GUI.DragWindow(); } void OnGUI() { #region GUILayout布局 ////GUILayout采用线性布局,类似于StackPanel,默认是纵向布局。通过GUILayout.BeginHorizontal(); ////开启和GUILayout.EndHorizontal()结束一个横向排列区域,同理BeginVertical() 、EndVertical()。 //GUILayout.BeginHorizontal(); //GUILayout.Button("Button1", GUILayout.Width(100), GUILayout.Height(50)); //GUILayout.Button("Button2", GUILayout.Width(100), GUILayout.Height(50)); //GUILayout.EndHorizontal(); //GUILayout.BeginVertical(); ////如果嫌控件太挤,可以使用GUILayout.Space(30);增加若干像素的间隙。 //GUILayout.Space(30);//Button3和Button1在垂直方向上面就会增加30个像素的间隙 //GUILayout.Button("Button3", GUILayout.Width(100), GUILayout.Height(50)); //GUILayout.Button("Button4", GUILayout.Width(100), GUILayout.Height(50)); //GUILayout.EndVertical(); #endregion #region 常用的GUI控件 #region GUI.Button //GUI.Button(new Rect(20, 20, 150, 30), "这是一个文字按钮"); ////绘制纹理按钮 //GUI.Button(new Rect(20, 60, 150, 30), texture);//texture是在unity上面Script脚本上面拖上图片进行赋值的 ////绘制一个带图片和文字按钮 //GUIContent guic = new GUIContent("按钮", texture); //GUI.Button(new Rect(20, 100, 150, 30), guic); ////设置按钮的样式 //GUIStyle guis = new GUIStyle(); //guis.fontSize = 23; //guis.alignment = TextAnchor.MiddleCenter; ////设置状态样式 //GUIStyleState guiss = new GUIStyleState(); //guiss.textColor = Color.white; //guiss.background = texture2D;//设置按钮背景图片,texture2D在编辑器上拖图片赋值 //guis.normal = guiss;//设置按钮正常显示的状态 //GUIStyleState guissActive = new GUIStyleState(); //guissActive.textColor = Color.white; //guissActive.background = texture2DActive;//设置按钮背景图片,texture2D在编辑器上拖图片赋值 //guis.active = guissActive;//设置鼠标按下去按钮上显示的状态 //guis.hover = guissActive;//设置鼠标放在按钮上显示的状态 //if (GUI.Button(new Rect(20, 140, 150, 30), "样式按钮", guis))//点击后返回true //{ // Debug.Log("点击了按钮"); //} #endregion #region GUI.Label //GUI.color = Color.red;//全局设置颜色,设置后后面的控件都变为红色,直到重新设置颜色 //GUI.Label(new Rect(20, 180, 100, 50), "label1"); //GUI.color = Color.blue; //GUI.Label(new Rect(20, 200, 100, 50), "label2"); #endregion #region GUI.TextField GUI.PasswordField GUI.TextArea //userName = GUI.TextField(new Rect(10, 10, 100, 30), userName); //password = GUI.PasswordField(new Rect(10, 50, 100, 30), password,'*'); //remark = GUI.TextArea(new Rect(10, 100, 100, 30),remark); //if (GUI.Button(new Rect(10,150,50,30),"登录")) //{ // Debug.Log(userName + "-"+password+"-"+remark); // if (userName.Equals("admin")&&password.Equals("123")) // { // isSuccess = true; // } // else // { // isSuccess = false; // } //} //if (isSuccess) //{ // GUI.Label(new Rect(10, 200, 100, 30), "登录成功!"); //} //else //{ // GUI.Label(new Rect(10, 200, 100, 30), "登录失败!"); //} #endregion #region GUI.Toolbar GUI.Toggle GUI.HorizontalSlider //Tab页,返回值为激活的按钮的序号,三个按钮并排,select为0选中第一个按钮 //select = GUI.Toolbar(new Rect(0, 0, 300, 50), select, new string[] { "功能一", "功能二", "功能三" }); //Debug.Log(select); //单选按钮 //GUIStyle gs = new GUIStyle(); //GUIStyleState gss = new GUIStyleState(); //gss.textColor = Color.white; //gs.normal = gss; //gs.active = gss; //GUIContent contenxt = new GUIContent("开关", bug1); //if (toggle1) //{ // contenxt.image = bug2; //} //// toggle = GUI.Toggle(new Rect(10, 10, 100, 30), toggle, "是否开启声音"); //toggle1 = GUI.Toggle(new Rect(10, 10, 50, 50), toggle1, contenxt, gs); //GUI.Label(new Rect(10, 80, 100, 30), toggle1 + ""); //水平拖动的Slider,h为Slider赋值 //h = GUI.HorizontalSlider(new Rect(0, 0, 100, 100), h, 0, 100); //Debug.Log(h); #endregion #region GUI.BeginScrollView GUI.BeginGroup GUI.Window GUI.SelectionGrid //开始滚动视图 // public static Vector2 BeginScrollView(Rect position, Vector2 scrollPosition, Rect viewRect, bool alwaysShowHorizontal, bool alwaysShowVertical); //position 用于滚动视图在屏幕上矩形的位置 //scrollPosition 用来显示滚动位置 //viewRect 滚动视图内使用的矩形 //vector2 = GUI.BeginScrollView(new Rect(0, 0, 200, 200), vector2, new Rect(0, 0, 200, 200), true, true); //GUI.Button(new Rect(0, 0, 50, 50),"Button"); //GUI.EndScrollView(); //开始组 将控件都放在一组中,只要组变动,里面的控件都跟着变 //GUI.BeginGroup(new Rect(10, 100, 200, 400)); //GUI.Label(new Rect(10, 100, 100, 30), "群组视图1"); //GUI.Button(new Rect(10, 130, 100, 30), "按钮"); //GUI.EndGroup(); //GUI.BeginGroup(new Rect(200, 0, 300, 400)); //GUI.Label(new Rect(10, 100, 100, 30), "群组视图2"); //GUI.Button(new Rect(10, 130, 100, 30), "按钮"); //GUI.EndGroup(); //弹出窗口 //必须要把窗口的位置设置成全局变量,窗口里面内容在回调函数里面写 //rect1 = GUI.Window(0, rect1, win, "窗口"); //rect2 = GUI.Window(1, rect2, win, "窗口"); //选择表格 //selGridId = GUI.SelectionGrid(new Rect(10, 10, 300, 200), selGridId, selString, 2); //Debug.Log(selGridId); #endregion #region GUILayout.BeginArea //区域就是无边框的窗口,Button控件随着区域移动 //GUILayout.BeginArea(new Rect(0, 50, 200, 200), "Area"); //GUI.Button(new Rect(0,0,100,50),"Button"); //GUILayout.EndArea(); #endregion #endregion } }
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