Unity编辑器开发分享Unity技术分享unity3D技术分享

Unity UI 自动生成控件引用

2017-07-25  本文已影响162人  流沙满地

对于做UI的同学来说,日常获取界面下各种控件一定是一件很繁琐的事情吧,这个工具可以根据开发者在Editor里的设置,自动生成对应控件引用的代码段。
先从实际案例说起:

图1

Canvas下有一个简单界面(图1),包含了一个标题,一个副标题,一个文本输入框以及一个登陆按钮两个交互控件,现在要做一个登陆功能,用户输入用户名后,点击Login按钮进行登陆。
首先要获得输入框和登录按钮的引用。
整个界面在Hierarchy中层级结构如图2

图2

在Unity里面,最传统的做法当然是通过transform.find 去获得引用。

this.txt_userName = this.transform.find("Center/Login/Background/TxtUsername/InputField/Text");

现在应该很少人会这么干:1、路径容易写错;2、层级结构调整后,路径也要跟着调整。
当然对于那些不屑用Editor的程序员们来说,会更加容易维护。
其实主流的做法应该是通过在Editor拖曳获得引用
在Monobehavior里定义两个私有成员加上[SerializeField]标记:

[SerializeField]
private Text txt_userName;
[SerializeField]
private Button btn_login;

对于[SerializeField]标记成员,Unity会自动序列化,并在Editor里显示,如图:

图3

需要做的就是,将Hierarchy里对应对象拖曳到正确的位置。
但这样还是不够方便,我希望获得控件引用可以完全在Editor下完成,无需经常切换Editor和VS。至此,引入一个UIProperties类,代码如下:

using System.Collections.Generic;
using UnityEngine;

public class UIProperties : MonoBehaviour
{
    public List<string> propNames;

    public List<Object> propValues;

    public T GetComponent<T>(string propName) where T : Component
    {
        GameObject gameObject = this.GetObject(propName) as GameObject;
        if (gameObject != null)
        {
            return gameObject.GetComponent<T>();
        }
        return (T)((object)null);
    }

    public GameObject[] GetGameObjects(params string[] propNames)
    {
        GameObject[] array = new GameObject[propNames.Length];
        for (int i = 0; i < propNames.Length; i++)
        {
            array[i] = this.GetGameObject(propNames[i]);
        }
        return array;
    }

    public T[] GetAllComponent<T>(params string[] propNames) where T : Component
    {
        T[] array = new T[propNames.Length];
        for (int i = 0; i < propNames.Length; i++)
        {
            array[i] = this.GetComponent<T>(propNames[i]);
        }
        return array;
    }

    public Object GetObject(string propName)
    {
        if (this.propNames != null && this.propNames.Contains(propName))
        {
            int index = this.propNames.IndexOf(propName);
            return this.propValues[index];
        }
        UnityEngine.Debug.LogError("找不到属性:" + propName);
        return null;
    }

    public GameObject GetGameObject(string propName)
    {
        return this.GetObject(propName) as GameObject;
    }
}

对应的Editor代码

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
using System.Text;
using System;
using System.Collections.Generic;
using UnityEngine.UI;

/// <summary>
/// Author:jin
/// </summary>
[CustomEditor(typeof(UIProperties))]
public class UIPropertiesEditor1 : Editor
{
    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();

        if( GUILayout.Button("Create Templet") )
        {
            UIProperties uiProp = target as UIProperties;
            DialogWindow dWin = ( DialogWindow )EditorWindow.GetWindow(typeof(DialogWindow), true, "复制板");
            StringBuilder templetStr = new StringBuilder();
            StringBuilder declareStr = new StringBuilder();
            StringBuilder contentStr = new StringBuilder();
            declareStr.Append("private UIProperties uiProperties;\n");
            contentStr.Append(" private void InitUIPropertiesWidget()\n{\n");
            contentStr.Append("this.uiProperties = base.gameObject.GetComponent<UIProperties>();\n");
            for( int i = 0; i < uiProp.propNames.Count; i++ )
            {
                string propName = uiProp.propNames[i];
                string typeStr = Utils.ToStringArray(propName, "_")[0];
                string propStr = Utils.ToStringArray(propName, "_")[1];
                if( typeStr.Length > 0 )
                {
                    declareStr.AppendFormat("private {0} {1};\n", typeStr, propStr);
                    contentStr.AppendFormat("this.{0} = uiProperties.GetComponent<{1}>(\"{2}\");\n", propStr, typeStr,propName);
                }
            }
            contentStr.Append("}\n");
            templetStr.Append("//----Init UIPropertiesWidget Start\n");
            templetStr.Append(declareStr).Append(contentStr);
            templetStr.Append("//----Init UIPropertiesWidget End\n");
            dWin.templetStr = templetStr.ToString();
        }
    }
}

把它挂到LoginView的GameObject下,如图

图4

在PromNames 的Element里填写:Text_txtUserName,Button_btnLogin
然后将对应的GameObject拖曳到PropValues。点击Create Templet,生成如图所示

图5

复制里面的代码到你的界面Component里

//----Init UIPropertiesWidget Start
private UIProperties uiProperties;
private Text txtUserName;
private Button btnLogin;
private void InitUIPropertiesWidget()
{
    this.uiProperties = base.gameObject.GetComponent<UIProperties>();
    this.txtUserName = uiProperties.GetComponent<Text>("Text_txtUserName");
    this.btnLogin = uiProperties.GetComponent<Button>("Button_btnLogin");
}
//----Init UIPropertiesWidget End

上一篇 下一篇

猜你喜欢

热点阅读