下载NGUI包
导入NGUI3.9.1版本packagedom
导入NGUI包
ide
建立MainCameraScript.cs脚本
MainCameraScript.cs
布局
using UnityEngine; using System.Collections; public class MainCameraScript : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { } }
建立NGUI根节点的方法字体
private GameObject Window{ set; get;} void CreateUI() { //建立根节点 this.Window = NGUITools.CreateUI(false).gameObject; }
在Window上添加滚动子视图ui
void CreateUI() { //建立根节点 this.Window = NGUITools.CreateUI(false).gameObject; //在根节点上建立一个UIScrollView子控件 UIScrollView scrollView = NGUITools.AddChild<UIScrollView>(this.Window); }
在滚动视图上添加Grid表格调整布局this
void CreateUI() { //建立根节点 this.Window = NGUITools.CreateUI(false).gameObject; //在根节点上建立一个UIScrollView子控件 UIScrollView scrollView = NGUITools.AddChild<UIScrollView>(this.Window); //在滚动视图上添加UIGrid子控件,来调整布局 UIGrid grid = NGUITools.AddChild<UIGrid>(scrollView.gameObject); //设置grid表格的布局方向 grid.arrangement = UIGrid.Arrangement.Horizontal; grid.cellWidth = 100.0f; grid.cellHeight = 100.0f; grid.animateSmoothly = false; }
添加建立Label的方法code
/// <summary> /// 建立一个小Label控件 /// </summary> /// <returns>The label item.</returns> UILabel CreateLabelItem(string name,GameObject parent) { //建立一个Lalel控件 UILabel label = NGUITools.AddChild<UILabel> (parent); //修改Label的字体及颜色 Font f = (Font)Resources.Load ("Arial", typeof(Font)); label.bitmapFont = NGUITools.AddMissingComponent<UIFont>(label.gameObject); label.bitmapFont.dynamicFont = f; label.color = Color.red; //设置Label要显示的文字 label.text = name; //添加滚动ScrollView时要用到的碰撞器和脚本 label.autoResizeBoxCollider = true; NGUITools.AddMissingComponent<UIDragScrollView> (label.gameObject); NGUITools.AddMissingComponent<BoxCollider> (label.gameObject); //从新调整碰撞器的大小 label.ResizeCollider (); return label; }
在Grid上添加10个Label控件对象
void CreateUI() { //建立根节点 this.Window = NGUITools.CreateUI(false).gameObject; //在根节点上建立一个UIScrollView子控件 UIScrollView scrollView = NGUITools.AddChild<UIScrollView>(this.Window); //在滚动视图上添加UIGrid子控件,来调整布局 UIGrid grid = NGUITools.AddChild<UIGrid>(scrollView.gameObject); //设置grid表格的布局方向 grid.arrangement = UIGrid.Arrangement.Horizontal; grid.cellWidth = 100.0f; grid.cellHeight = 100.0f; grid.animateSmoothly = false; //在Grid表格上添加20个Label对象 for (int i = 0; i < 10; i++) { CreateLabelItem (Random.Range (100, 999).ToString(), grid.gameObject); } //从新排版 grid.Reposition (); }
整个MainCameraScript.cs的代码以下blog
using UnityEngine; using System.Collections; public class MainCameraScript : MonoBehaviour { private GameObject Window{ set; get;} void CreateUI() { //建立根节点 this.Window = NGUITools.CreateUI(false).gameObject; //在根节点上建立一个UIScrollView子控件 UIScrollView scrollView = NGUITools.AddChild<UIScrollView>(this.Window); //在滚动视图上添加UIGrid子控件,来调整布局 UIGrid grid = NGUITools.AddChild<UIGrid>(scrollView.gameObject); //设置grid表格的布局方向 grid.arrangement = UIGrid.Arrangement.Horizontal; grid.cellWidth = 100.0f; grid.cellHeight = 100.0f; grid.animateSmoothly = false; //在Grid表格上添加20个Label对象 for (int i = 0; i < 10; i++) { CreateLabelItem (Random.Range (100, 999).ToString(), grid.gameObject); } //从新排版 grid.Reposition (); } /// <summary> /// 建立一个小Label控件 /// </summary> /// <returns>The label item.</returns> UILabel CreateLabelItem(string name,GameObject parent) { //建立一个Lalel控件 UILabel label = NGUITools.AddChild<UILabel> (parent); //修改Label的字体及颜色 Font f = (Font)Resources.Load ("Arial", typeof(Font)); label.bitmapFont = NGUITools.AddMissingComponent<UIFont>(label.gameObject); label.bitmapFont.dynamicFont = f; label.color = Color.red; //设置Label要显示的文字 label.text = name; //添加滚动ScrollView时要用到的碰撞器和脚本 label.autoResizeBoxCollider = true; NGUITools.AddMissingComponent<UIDragScrollView> (label.gameObject); NGUITools.AddMissingComponent<BoxCollider> (label.gameObject); //从新调整碰撞器的大小 label.ResizeCollider (); return label; } // Use this for initialization void Start () { CreateUI (); } // Update is called once per frame void Update () { } }
效果以下
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