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Unity RectTransUtility工具类

这个工具主要是用于动态生成UI的情况。项目中我们通过配置UI的锚点、位置以及大小(位置、大小都是通过蓝湖看到的),然后通过代码动态生成UI。
大部分情况下只要合理设置锚点,那么生成出来的UI就已经满足了适配的要求。

using UnityEngine;public static class RectTransUtility
{/// <summary>/// 左上 (0.0, 1.0)/// </summary>public static readonly Vector2 TopLeftVector = new(0.0f, 1.0f);/// <summary>/// 上中 (0.5, 1.0)/// </summary>public static readonly Vector2 TopCenterVector = new(0.5f, 1.0f);/// <summary>/// 右上 (1.0, 1.0)/// </summary>public static readonly Vector2 TopRightVector = new(1.0f, 1.0f);/// <summary>/// 左中 (0.0, 0.5)/// </summary>public static readonly Vector2 MiddleLeftVector = new(0.0f, 0.5f);/// <summary>/// 中心 (0.5, 0.5)/// </summary>public static readonly Vector2 MiddleCenterVector = new(0.5f, 0.5f);/// <summary>/// 右中 (1.0, 0.5)/// </summary>public static readonly Vector2 MiddleRightVector = new(1.0f, 0.5f);/// <summary>/// 左下 (0.0, 0.0)/// </summary>public static readonly Vector2 BottomLeftVector = new(0.0f, 0.0f);/// <summary>/// 下中 (0.5, 0.0)/// </summary>public static readonly Vector2 BottomCenterVector = new(0.5f, 0.0f);/// <summary>/// 右下 (1.0, 0.0)/// </summary>public static readonly Vector2 BottomRightVector = new(1.0f, 0.0f);/// <summary>/// 设置位置与大小/// </summary>public static void SetRTPosition(RectTransform rt, ERectTransAnchor anchor_pivot, float x, float y, float width, float height){//设置锚点和轴心点SetRTAnchorAndPivot(rt, anchor_pivot);switch (anchor_pivot){case ERectTransAnchor.TopLeft:rt.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Left, x, width);rt.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Top, y, height);return;case ERectTransAnchor.TopCenter:rt.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Top, y, height);rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, width);rt.anchoredPosition = new Vector2(x, rt.anchoredPosition.y);return;case ERectTransAnchor.TopRight:rt.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Right, x, width);rt.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Top, y, height);return;case ERectTransAnchor.MiddleLeft:rt.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Left, x, width);rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, height);rt.anchoredPosition = new Vector2(rt.anchoredPosition.x, y);return;case ERectTransAnchor.MiddleCenter:rt.sizeDelta = new Vector2(width, height);rt.anchoredPosition = new Vector2(x, y);return;case ERectTransAnchor.MiddleRight:rt.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Right, x, width);rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, height);rt.anchoredPosition = new Vector2(rt.anchoredPosition.x, y);return;case ERectTransAnchor.BottomLeft:rt.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Left, x, width);rt.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Bottom, y, height);return;case ERectTransAnchor.BottomCenter:rt.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Bottom, y, height);rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, width);rt.anchoredPosition = new Vector2(x, rt.anchoredPosition.y);return;case ERectTransAnchor.BottomRight:rt.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Right, x, width);rt.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Bottom, y, height);return;}Debug.LogWarning("[RectTransUtility.SetRTPosition] 暂不支持的锚点类型!");}/// <summary>/// 设置锚点和轴心点/// </summary>public static void SetRTAnchorAndPivot(RectTransform rt, ERectTransAnchor anchor_pivot){switch (anchor_pivot){case ERectTransAnchor.TopLeft:rt.anchorMin = TopLeftVector;rt.anchorMax = TopLeftVector;rt.pivot = TopLeftVector;return;case ERectTransAnchor.TopCenter:rt.anchorMin = TopCenterVector;rt.anchorMax = TopCenterVector;rt.pivot = TopCenterVector;return;case ERectTransAnchor.TopRight:rt.anchorMin = TopRightVector;rt.anchorMax = TopRightVector;rt.pivot = TopRightVector;return;case ERectTransAnchor.MiddleLeft:rt.anchorMin = MiddleLeftVector;rt.anchorMax = MiddleLeftVector;rt.pivot = MiddleLeftVector;return;case ERectTransAnchor.MiddleCenter:rt.anchorMin = MiddleCenterVector;rt.anchorMax = MiddleCenterVector;rt.pivot = MiddleCenterVector;return;case ERectTransAnchor.MiddleRight:rt.anchorMin = MiddleRightVector;rt.anchorMax = MiddleRightVector;rt.pivot = MiddleRightVector;return;case ERectTransAnchor.BottomLeft:rt.anchorMin = BottomLeftVector;rt.anchorMax = BottomLeftVector;rt.pivot = BottomLeftVector;return;case ERectTransAnchor.BottomCenter:rt.anchorMin = BottomCenterVector;rt.anchorMax = BottomCenterVector;rt.pivot = BottomCenterVector;return;case ERectTransAnchor.BottomRight:rt.anchorMin = BottomRightVector;rt.anchorMax = BottomRightVector;rt.pivot = BottomRightVector;return;}Debug.LogWarning("[RectTransUtility.SetRTAnchorAndPivot] 暂不支持的锚点类型!");}/// <summary>/// 设置背景填充/屏幕填充/// </summary>/// <param name="self"></param>/// <param name="left">离左边的距离(距离为正)</param>/// <param name="bottom">离底部的距离(距离为正)</param>/// <param name="right">离右边的距离(距离为负)</param>/// <param name="top">离顶部的距离(距离为负)</param>/// <returns></returns>public static RectTransform BgFill(this RectTransform self, float left = 0f, float bottom = 0f, float right = 0f, float top = 0f){self.anchorMin = RectTransUtility.BottomLeftVector;self.anchorMax = RectTransUtility.TopRightVector;self.offsetMin = new Vector2(left, bottom);self.offsetMax = new Vector2(right, top);return self;}/// <summary>/// 锚点类型/// </summary>public enum ERectTransAnchor{/// <summary>/// 左上/// </summary>TopLeft = 0,/// <summary>/// 上中/// </summary>TopCenter = 1,/// <summary>/// 右上/// </summary>TopRight = 2,/// <summary>/// 左中/// </summary>MiddleLeft = 3,/// <summary>/// 中心/// </summary>MiddleCenter = 4,/// <summary>/// 右中/// </summary>MiddleRight = 5,/// <summary>/// 左下/// </summary>BottomLeft = 6,/// <summary>/// 下中/// </summary>BottomCenter = 7,/// <summary>/// 右下/// </summary>BottomRight = 8}
}
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