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:
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
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:
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
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
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