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Unity实现通用的信息提示框

xiaochenXIHUA 人气:2

本文着重为大家仔细讲解了Unity实现通用的信息提示框,文中代码实例讲解的非常细致,希望能够帮助到您,欢迎大家阅读和收藏

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

/***
* Title:"智慧工厂" 项目
* 主题:全局层:提示框的动画效果
* Description:
* 功能:实现提示框的缩放功能
* Date:2018
* Version:0.1版本
* Author:Coffee
* Modify Recoder:
*/
 
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
    /// <summary>
    /// 注册相关按钮
    /// </summary>
    public void ResigterBtn()
    {
      if (btnClose != null)
      {
        EventTriggerListener.Get(btnClose.gameObject).onClick += BtnCloseMethod;
      }
    }
 
    /// <summary>
    /// 缩放基础设置
    /// </summary>
    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);
 
    }
 
 
 
    /// <summary>
    /// 开启缩放
    /// </summary>
    public void StartScale()
    {
      this.gameObject.SetActive(true);
      //物体基础缩放设置
      base.ScaleMenu();
    }
 
    /// <summary>
    /// 关闭按钮的方法
    /// </summary>
    /// <param name="go"></param>
    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);
      }
    }
 
    /// <summary>
    /// 显示提示框的标题、提示信息内容
    /// </summary>
    /// <param name="Tipstitle">提示的标题</param>
    /// <param name="TipsContents">提示的内容</param>
    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
}
/***
* Title:"智慧工厂" 项目
* 主题:全局层:信息提示框的启用与隐藏
* Description:
* 功能:实现提示信息框的加载、动画显示与隐藏(单例模式)
* Date:2018
* Version:0.1版本
* Author:Coffee
* Modify Recoder:
*/
 
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
 
 
    /// <summary>
    /// 本类实例
    /// </summary>
    /// <returns></returns>
    public static InfoTipsFrame GetInstance()
    {
      if (_Instance==null)
      {
        _Instance = new InfoTipsFrame();
      }
      return _Instance;
    }
 
 
    /// <summary>
    /// 显示信息提示框与内容
    /// </summary>
    /// <param name="Tipstitle">提示的标题</param>
    /// <param name="TipsContents">提示的内容</param>
    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<InfoTipsFrameScale>().DisplayTipsFrameTextContent(TipsContents, TipsTitle);
    }
 
 
    /// <summary>
    /// 获取到信息提示框
    /// </summary>
    /// <param name="infoTipsFrameParent">信息提示框的父物体</param>
    /// <param name="IsEnable">是否启用</param>
    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<InfoTipsFrameScale>().BaseSettings();
      }
      _InfoTipsFrame.GetComponent<InfoTipsFrameScale>().StartScale();
    }
 
   
 
  }//class_end
}

3、使用方法

/***
* Title:"XXX" 项目
* 主题:XXX
* Description:
* 功能:XXX
* Date:2017
* Version:0.1版本
* Author:Coffee
* Modify Recoder:
*/
 
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

/***
* Title:"智慧工厂" 项目
* 主题:资源加载方法
* Description:
* 功能:XXX
* Date:2018
* Version:0.1版本
* Author:Coffee
* Modify Recoder:
*/
 
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
 
 
 
    /// <summary>
    /// 本类实例
    /// </summary>
    /// <returns></returns>
    public static LoadPrefabs GetInstance()
    {
      if (_Instance==null)
      {
        _Instance = new LoadPrefabs();
      }
      return _Instance;
    }
 
    /// <summary>
    /// 加载预制体
    /// </summary>
    /// <param name="prefbasName">预制体路径和名称</param>
    /// <returns></returns>
    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

/***
* Title:"医药自动化" 项目
* 主题:实现通用的物体缩放效果(父类)
* Description:
* 功能:实现物体的整体缩放、上下压缩展开、左右压缩展开动画效果
* Date:2017
* Version:0.1版本
* Author:Coffee
* Modify Recoder:
*/
 
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;
      }
 
    }
 
    /// <summary>
    /// 放大与缩小弹出菜单
    /// </summary>
    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!!!");
      }
    }
 
    /// <summary>
    /// 上下打开弹出菜单
    /// </summary>
    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!!!");
      }
 
    }
 
    /// <summary>
    /// 左右打开弹出菜单
    /// </summary>
    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!!!");
      }
 
    }
 
 
    /// <summary>
    /// 隐藏游戏物体
    /// </summary>
    IEnumerator HideGameObject()
    {
      yield return new WaitForSeconds(scaleMenuSpeed);
      needScaleGameObject.gameObject.SetActive(false);
    }
 
    /// <summary>
    /// 基础面板设置
    /// </summary>
    /// <param name="needScaleGo">需要缩放的物体</param>
    /// <param name="scaleType">物体缩放类型</param>
    /// <param name="scaleSpeed">缩放的速度</param>
    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
}

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