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Unity3D笔记 GUI 二 、实现选项卡一窗口

2014-02-22 22:52 531 查看
实现目标:
  1、个性化Box控件
  2、新建TextAmount样式
  3、新建TextItem样式

一、个性化Windows界面

设置GUI Skin



1.2 部分代码

Rect stateBox = new Rect(237, 67, 360, 147);
Rect weaponBox = new Rect(237, 230, 360, 147);

GUI.Box(stateBox, "");
GUI.Box(weaponBox, "");//['wepən] n. 武器,兵器


1.3效果



二、新建TextAmount样式

  2.1、 代码

#region 个性化Box控件
Rect stateBox = new Rect(237, 67, 360, 147);
Rect weaponBox = new Rect(237, 230, 360, 147);
public Texture box1;
public Texture box2;
public Texture box3;
Rect box1Rect = new Rect(252, 77, 331, 125);
Rect box2Rect = new Rect(252, 244, 331, 125);
Rect box3Rect = new Rect(460, 284, 117, 125);
#endregion

#region 实现Status窗口
GUI.Box(stateBox, "");
GUI.Box(weaponBox, "");//['wepən] n. 武器,兵器
GUI.DrawTexture(box1Rect, box1);
GUI.DrawTexture(box2Rect, box2);
GUI.DrawTexture(box3Rect, box3);
#endregion


  2.2、





2.3、效果



2.4、TextAmount



三、新建TextItem样式

3.1、个性化数字的现实



3.2、代码:

using UnityEngine;
using System.Collections;

public class myTest : MonoBehaviour
{
/// <summary>
/// 是否打开窗口
/// </summary>
bool isOpenMenu = false;
/// <summary>
/// 窗体的大小和位置【矩形】
/// </summary>
Rect myWindow = new Rect(10, 10, 640, 480);
/// <summary>
/// GUI Skin
/// </summary>
public GUISkin customSkin;
/// <summary>
/// 关闭按钮
/// </summary>
Rect closeButton = new Rect(598, 8, 26, 22);

/// <summary>
/// 用于工具栏在屏幕上的矩形位置
/// </summary>
Rect tabButton = new Rect(35, 15, 490, 40);
/// <summary>
/// 选项卡索引号
/// </summary>
int toolsCount = 0;
/// <summary>
/// 显示在工具栏按钮上的字符串数组
/// </summary>
string[] toolsName = { "选项卡1", "选项卡2", "选项卡3" };

/// <summary>
/// 选项卡中的图片
/// </summary>
public Texture img;
/// <summary>
/// 选项卡中的图片位置
/// </summary>
Rect imgRect = new Rect(19, 35, 225, 441);

#region 个性化Box控件
Rect stateBox = new Rect(237, 67, 360, 147);
Rect weaponBox = new Rect(237, 230, 360, 147);
public Texture box1;
public Texture box2;
public Texture box3;
Rect box1Rect = new Rect(252, 77, 331, 125);
Rect box2Rect = new Rect(252, 244, 331, 125);
Rect box3Rect = new Rect(460, 284, 117, 125);
#endregion

#region 实现Status窗口
GUIContent guiWeaponCon = new GUIContent();
GUIContent guiArmorCon = new GUIContent();
GUIContent guiAccessCon = new GUIContent();
GUIContent guiSkillCon = new GUIContent();
Rect weaponLable = new Rect(252, 240, 180, 40);
Rect armorLable = new Rect(252, 340, 180, 40);
Rect accessLable = new Rect(252, 360, 180, 40);
Rect skillLable = new Rect(252, 288, 180, 40);
string uneuip = "Hello";
Rect hpLabel = new Rect(313, 70, 120, 25);
Rect mpLabel = new Rect(313, 102, 120, 25);
Rect lvLabel = new Rect(313, 120, 120, 25);
Rect expLabel = new Rect(313, 150, 120, 25);
Rect nextLabel = new Rect(313, 176, 120, 25);
Rect atkLabel = new Rect(529, 71, 50, 25);
Rect defLabel = new Rect(529, 100, 50, 25);
Rect agiLabel = new Rect(529, 120, 50, 25);
Rect intLabel = new Rect(529, 150, 50, 25);
Rect lucLable = new Rect(529, 180, 50, 25);
int fullHP = 9999;
int fullMP = 99999;
int hp = 9999;
int mp = 999;
int lv = 90;
int exp = 1000;
int next = 909;
int atk = 123;
int def = 345;
int agi = 444;
int ints = 666;
int luc = 8888;
#endregion

// Use this for initialization
void Start()
{
isOpenMenu = false;
guiWeaponCon = new GUIContent(uneuip);
guiArmorCon = new GUIContent(uneuip);
//guiAccessCon = new GUIContent(uneuip); //位置 要调节下 目前位置有点错位
guiSkillCon = new GUIContent(uneuip);
}

// Update is called once per frame
void Update()
{
if (Input.GetKey(KeyCode.M))//当通过名称指定的按键被用户按住时返回true
{
isOpenMenu = true;
}
}

void OnGUI()
{
GUI.skin = customSkin;
if (isOpenMenu)
{
int windowId = 0;
myWindow = GUI.Window(windowId, myWindow, WindowFunction, "Hello Window");
#region Mathf.Clamp 限制
// 限制value的值在min和max之间, 如果value小于min,返回min。 如果value大于max,返回max,否则返回value
myWindow.x = Mathf.Clamp(myWindow.x, 0, Screen.width - myWindow.width);// [klæmp] vt.& vi. 夹紧,夹住;锁住;把(砖等)堆高
myWindow.y = Mathf.Clamp(myWindow.y, 0, Screen.height - myWindow.height);
#endregion
}
}

void WindowFunction(int windowId)
{

//begin 关闭按钮
if (GUI.Button(closeButton, "", GUI.skin.GetStyle("closeButton")))
{
isOpenMenu = false;//单击关闭按钮:窗口菜单关闭
}
//end

//beign 选项卡
//返回int类型,被选择按钮的索引号
toolsCount = GUI.Toolbar(tabButton, toolsCount, toolsName, GUI.skin.GetStyle("tabButton"));//工具栏
//end

//begin 选项卡图片
GUI.DrawTexture(imgRect, img);

//end
GUI.DragWindow();//拖动窗口

#region 实现Status窗口
switch (toolsCount)
{
case 0:
StatusWindow();
break;
case 1:
break;
case 2:
break;
default:
break;
}
#endregion

}

void StatusWindow()
{

GUI.Box(stateBox, "");
GUI.Box(weaponBox, "");//['wepən] n. 武器,兵器
GUI.DrawTexture(box1Rect, box1);
GUI.DrawTexture(box2Rect, box2);
GUI.DrawTexture(box3Rect, box3);

GUI.Label(hpLabel, hp.ToString() + "/" + fullHP.ToString(), "TextAmount");
GUI.Label(mpLabel, mp.ToString() + "/" + fullMP.ToString(), "TextAmount");
GUI.Label(lvLabel, lv.ToString(), "TextAmount");
GUI.Label(expLabel, exp.ToString(), "TextAmount");
GUI.Label(nextLabel, next.ToString(), "TextAmount");
GUI.Label(atkLabel, atk.ToString(), "TextAmount");
GUI.Label(defLabel, def.ToString(), "TextAmount");
GUI.Label(agiLabel, agi.ToString(), "TextAmount");
GUI.Label(intLabel, ints.ToString(), "TextAmount");

GUI.Label(lucLable, luc.ToString());
GUI.Label(weaponLable, guiWeaponCon, "TextItem");
GUI.Label(armorLable, guiArmorCon, "TextItem");
GUI.Label(accessLable, guiAccessCon, "TextItem");
GUI.Label(skillLable, guiSkillCon, "TextItem");

}

}


3.3、最终效果

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