Unity3D常用代码总结
1 GUI汇总
function OnGUI() {
GUI.Label(Rect(1,1,100,20),"I'm a Label"); //1
GUI.Box(Rect(1,21,100,20),"I'm a Box"); //2
GUI.Button(Rect(1,41,100,20),"I'm a Button"); //3
GUI.RepeatButton(Rect(1,61,120,20),"I'm a RepeatButton"); //4
GUI.TextField(Rect(1,81,100,20),"I'm a TextFielld"); //5
GUI.TextArea(Rect(1,101,100,40),"I'm a TextArea,\nMultiline"); //6
GUI.Toggle(Rect(1,141,120,20),true,"I'm a Toggle true"); //7
GUI.Toggle(Rect(1,161,120,20),false,"I'm a Toggle false"); //8
GUI.Toolbar(Rect(1,181,160,20),-1,["Toolbar","Tool2","Tool3"); //9
GUI.SelectionGrid(Rect(1,201,190,20),2,["Selection","Grid","select3"],3); //10
GUI.HorizontalSlider(Rect(1,221,180,20),3.0,0,10.0); //11
GUI.VerticalScrollbar(Rect(1,241,20,100),3.0,1,0.0,10.0); //12
//13
GUI.BeginScrollView (Rect (200,10,100,100),Vector2.zero, Rect (0, 0, 220, 200));
GUI.Label(Rect(0,0,100,20),"I'm a Label");
GUI.EndScrollView();
//14
GUI.Window(0,Rect(200,129,100,100),funcwin,"window");
}
function funcwin(windowID:int)
{
GUI.DragWindow(Rect(0,0,10000,2000));
}
2 JS调用DLL
import System;
import System.Runtime.InteropServices;
@DllImport("user32.dll")
public static function MessageBox(Hwnd : int,text : String,Caption : String,iType : int) : int {};
function Start()
{
MessageBox(0, "API Message Box", "Win32 API", 64) ;
}
function Update () {
}
//Declare our list of stuff
public List<GuiListItem> MyListOfStuff;
// Initialization
void Start()
{
guiWidth = 400;
guiHight = 28;
// Manually position our list, because the dropdown will appear over other controls
DropDownRect = new Rect(10, 10, guiWidth, guiHight);
DropdownVisible = false;
itemtSelected = -1;
targetChange = false;
lastCaption = selectedItemCaption = "Select a Part...";
if (!root)
root = gameObject.transform;
MyListOfStuff = new List<GuiListItem>(); //Initialize our list of stuff
// fill the list
BuildList(root);
// set GUI for each item in list
SetupGUISetting();
// fill the list
FillList(root);
}
void OnGUI()
{
//Show the dropdown list if required (make sure any controls that should appear behind the list are before this block)
if (DropdownVisible)
{
GUI.SetNextControlName("ScrollView");
GUILayout.BeginArea(new Rect(DropDownRect.xMin, DropDownRect.yMin + DropDownRect.height, guiWidth, Screen.height * .25f), "", "box");
ListScrollPos = GUILayout.BeginScrollView(ListScrollPos, dropSkin.scrollView);
GUILayout.BeginVertical(GUILayout.Width(120));
for (int i = 0; i < MyListOfStuff.Count; i++)
{
if (MyListOfStuff[i].Selected && GUILayout.Button(MyListOfStuff[i].Name, dropSkin.customStyles[MyListOfStuff[i].GuiStyle]))
{
HandleSelectedButton(i);
}
}
GUILayout.EndVertical();
GUILayout.EndScrollView();
GUILayout.EndArea();
}
//Draw the dropdown control
GUILayout.BeginArea(DropDownRect, "", "box");
GUILayout.BeginHorizontal();
string ButtonText = (DropdownVisible) ? "<<" : ">>";
DropdownVisible = GUILayout.Toggle(DropdownVisible, ButtonText, "button", GUILayout.Width(32), GUILayout.Height(20));
GUI.SetNextControlName("PartSelect");
selectedItemCaption = GUILayout.TextField(selectedItemCaption);
clearDropList = GUILayout.Toggle(clearDropList, "Clear", "button", GUILayout.Width(40), GUILayout.Height(20));
GUILayout.EndHorizontal();
GUILayout.EndArea();
}
void Update()
{
//check if text box info changed
if (selectedItemCaption != lastCaption)
{
textChanged = true;
}
// if text box info changed look for part matching text
if (textChanged)
{
lastCaption = selectedItemCaption;
textChanged = false;
// go though list to find item
for (int i = 0; i < MyListOfStuff.Count; ++i)
{
if (MyListOfStuff[i].Name.StartsWith(selectedItemCaption, System.StringComparison.CurrentCultureIgnoreCase))
{
MyListOfStuff[i].enable();
MyListOfStuff[i].ToggleChildren = false;
MyListOfStuff[i].GuiStyle = MyListOfStuff[i].UnSelectedStyle;
}
else
{
MyListOfStuff[i].disable();
MyListOfStuff[i].ToggleChildren = false;
MyListOfStuff[i].GuiStyle = MyListOfStuff[i].UnSelectedStyle;
}
}
for (int i = 0; i < MyListOfStuff.Count; ++i)
{
// check list for item
int test = string.Compare(selectedItemCaption, MyListOfStuff[i].Name, true);
if (test == 0)
{
itemtSelected = i;
targetChange = true;
break; // stop looking when found
}
}
}
// reset message if list closed and text box is empty
if (selectedItemCaption == "" && !DropdownVisible)
{
lastCaption = selectedItemCaption = "Select a Part...";
ClearList(root);
FillList(root);
}
// if Clear button pushed
if (clearDropList)
{
clearDropList = false;
selectedItemCaption = "";
}
}
public void HandleSelectedButton(int selection)
{
// do the stuff, camera etc
itemtSelected = selection;//Set the index for our currently selected item
updateInfo = true;
selectedItemCaption = MyListOfStuff[selection].Name;
currentRoot = GameObject.Find(MyListOfStuff[itemtSelected].Name).transform;
// toggle item show child
MyListOfStuff[selection].ToggleChildren = !MyListOfStuff[selection].ToggleChildren;
lastCaption = selectedItemCaption;
// fill my drop down list with the children of the current selected object
if (!MyListOfStuff[selection].ToggleChildren)
{
if (currentRoot.childCount > 0)
{
MyListOfStuff[selection].GuiStyle = MyListOfStuff[selection].SelectedStyle;
}
FillList(currentRoot);
}
else
{
if (currentRoot.childCount > 0)
{
MyListOfStuff[selection].GuiStyle = MyListOfStuff[selection].UnSelectedStyle;
}
ClearList(currentRoot);
}
targetChange = true;
}
// show only items that are the root and its children
public void FillList(Transform root)
{
foreach (Transform child in root)
{
for (int i = 0; i < MyListOfStuff.Count; ++i)
{
if (MyListOfStuff[i].Name == child.name)
{
MyListOfStuff[i].enable();
MyListOfStuff[i].ToggleChildren = false;
MyListOfStuff[i].GuiStyle = MyListOfStuff[i].UnSelectedStyle;
}
}
}
}
// turn off children objects
public void ClearList(Transform root)
{
//Debug.Log(root.name);
Transform[] childs = root.GetComponentsInChildren<Transform>();
foreach (Transform child in childs)
{
for (int i = 0; i < MyListOfStuff.Count; ++i)
{
if (MyListOfStuff[i].Name == child.name && MyListOfStuff[i].Name != root.name)
{
MyListOfStuff[i].disable();
MyListOfStuff[i].ToggleChildren = false;
MyListOfStuff[i].GuiStyle = MyListOfStuff[i].UnSelectedStyle;
}
}
}
}
// recursively build the list so the hierarchy is in tact
void BuildList(Transform root)
{
// for every object in the thing we are viewing
foreach (Transform child in root)
{
// add the item
MyListOfStuff.Add(new GuiListItem(false, child.name));
// if it has children add the children
if (child.childCount > 0)
{
BuildList(child);
}
}
}
public void ResetDropDownList()
{
selectedItemCaption = "";
ClearList(root);
FillList(root);
}
public string RemoveNumbers(string key)
{
return Regex.Replace(key, @"\d", "");
}
// sets the drop list elements to use the correct GUI skin custom style
private void SetupGUISetting()
{
// set drop down list gui
int depth = 0;
// check all the parts for hierarchy depth
for (int i = 0; i < MyListOfStuff.Count; ++i)
{
GameObject currentObject = GameObject.Find(MyListOfStuff[i].Name);
Transform currentTransform = currentObject.transform;
depth = 0;
if (currentObject.transform.parent == root) // if under root
{
if (currentObject.transform.childCount > 0)
{
MyListOfStuff[i].GuiStyle = depth;
MyListOfStuff[i].UnSelectedStyle = depth;
MyListOfStuff[i].SelectedStyle = depth + 2;
}
else
{
MyListOfStuff[i].GuiStyle = depth + 1;
MyListOfStuff[i].UnSelectedStyle = depth + 1;
MyListOfStuff[i].SelectedStyle = depth + 1;
}
MyListOfStuff[i].Depth = depth;
}
else // if not under root find depth
{
while (currentTransform.parent != root)
{
++depth;
currentTransform = currentTransform.parent;
}
MyListOfStuff[i].Depth = depth;
// set gui basied on depth
if (currentObject.transform.childCount > 0)
{
MyListOfStuff[i].GuiStyle = depth * 3;
MyListOfStuff[i].UnSelectedStyle = depth * 3;
MyListOfStuff[i].SelectedStyle = (depth * 3) + 2;
}
else
{
MyListOfStuff[i].GuiStyle = depth * 3 + 1;
MyListOfStuff[i].UnSelectedStyle = depth * 3 + 1;
MyListOfStuff[i].SelectedStyle = depth * 3 + 1;
}
}
}
}
}
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