Unity实现通用的信息提示框

编辑: admin 分类: c#语言 发布时间: 2022-01-18 来源:互联网

本文实例为大家分享了Unity实现信息提示框的具体代码,供大家参考,具体内容如下

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);
   n【本文由:日本服务器 欢迎转载】eedScaleGameObject.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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