当前位置: 首页 > news >正文

Unity CircleLayoutGroup 如何实现一个圆形自动布局组件

文章目录

  • 简介
  • 实现原理
  • Editor 编辑器


简介

Unity中提供了三种类型的自动布局组件,分别是Grid Layou GroupHorizontal Layout GroupVertical Layout Group,本文自定义了一个圆形的自动布局组件Circle Layout Group,如图所示:

Circle Layout Group

  • Radius:Circle圆的半径
  • Angle Delta:两个元素之间的角度差
  • Start Direction:开始布局的方向(上、下、左、右)
  • Auto Refresh:是否自动刷新,开启后当子物体数量发生变化时自动刷新布局
  • Control Child Size:是否控制元素的大小
  • Child Size:控制元素大小

StartDirection:Right

StartDirection:Up

StartDirection:Left

StartDirection:Down

Auto Refresh

实现原理

已知圆的中心点(x0, y0),半径radius ,通过以下公式求得角度a的圆上的点坐标位置(x,y):

float x = x0 + radius * Mathf.Cos(angle * Mathf.PI / 180f);
float y = y0 + radius * Mathf.Sin(angle * Mathf.PI / 180f);

在这里我们的子物体元素以其父级为圆心,所以不需要考虑(x0,y0):

float x = radius * Mathf.Cos(angle * Mathf.PI / 180f);
float y = radius * Mathf.Sin(angle * Mathf.PI / 180f);

三角函数原理:
Sin正弦:y(对边) / radius(斜边)
Cos余弦:x(邻边)/ radius(斜边)

以右侧为0度起点,当方向为上方时加90度,当方向为左侧时加180度,当方向为下方时加270度,并根据角度差和元素的层级顺序计算其角度。

代码实现如下:

using UnityEngine;
using System.Collections.Generic;namespace SK.Framework.UI
{/// <summary>/// 圆形自动布局组件/// </summary>public class CircleLayoutGroup : MonoBehaviour{//半径[SerializeField] private float radius = 100f;//角度差[SerializeField] private float angleDelta = 30f;//开始的方向 0-Right 1-Up 2-Left 3-Down[SerializeField] private int startDirection = 0;//是否自动刷新布局[SerializeField] private bool autoRefresh = true;//是否控制子物体的大小[SerializeField] private bool controlChildSize = true;//子物体大小[SerializeField] private Vector2 childSize = Vector2.one * 100f;//缓存子物体数量private int cacheChildCount;private void Start(){cacheChildCount = transform.childCount;RefreshLayout();}private void Update(){//开启自动刷新if (autoRefresh){//检测到子物体数量变动if (cacheChildCount != transform.childCount){//刷新布局RefreshLayout();//再次缓存子物体数量cacheChildCount = transform.childCount;}}    }/// <summary>/// 刷新布局/// </summary>public void RefreshLayout(){//获取所有非隐藏状态的子物体List<RectTransform> children = new List<RectTransform>();for (int i = 0; i < transform.childCount; i++){Transform child = transform.GetChild(i);if (child.gameObject.activeSelf){children.Add(child as RectTransform);}}//形成的扇形的角度 = 子物体间隙数量 * 角度差float totalAngle = (children.Count - 1) * angleDelta;//总角度的一半float halfAngle = totalAngle * 0.5f;//遍历这些子物体for (int i = 0; i < children.Count; i++){RectTransform child = children[i];/* 以右侧为0度起点 * 方向为Up时角度+90 Left+180 Down+270* 方向为Right和Up时 倒序计算角度 * 确保层级中的子物体按照从左到右、从上到下的顺序自动布局 */float angle = angleDelta * (startDirection < 2 ? children.Count - 1 - i : i) - halfAngle + startDirection * 90f;//计算x、y坐标float x = radius * Mathf.Cos(angle * Mathf.PI / 180f);float y = radius * Mathf.Sin(angle * Mathf.PI / 180f);//为子物体赋值坐标Vector2 anchorPos = child.anchoredPosition;anchorPos.x = x;anchorPos.y = y;child.anchoredPosition = anchorPos;//控制子物体大小if (controlChildSize){child.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, childSize.x);child.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, childSize.y);}}}}
}

Editor 编辑器

通过上述代码可以实现Runtime运行时的布局自动刷新,想要在Editor编辑环境编辑时自动刷新还需要自定义Editor编辑器,代码如下:

#if UNITY_EDITOR[CustomEditor(typeof(CircleLayoutGroup))]public class CircleLayoutGroupEditor : Editor{private enum Direction{Right = 0,Up = 1,Left = 2,Down = 3}private CircleLayoutGroup circleLayoutGroup;private SerializedProperty radius;private SerializedProperty angleDelta;private SerializedProperty startDirection;private SerializedProperty autoRefresh;private SerializedProperty controlChildSize;private SerializedProperty childSize;private Direction direction;private void OnEnable(){circleLayoutGroup = target as CircleLayoutGroup;radius = serializedObject.FindProperty("radius");angleDelta = serializedObject.FindProperty("angleDelta");startDirection = serializedObject.FindProperty("startDirection");autoRefresh = serializedObject.FindProperty("autoRefresh");controlChildSize = serializedObject.FindProperty("controlChildSize");childSize = serializedObject.FindProperty("childSize");direction = (Direction)startDirection.intValue;circleLayoutGroup.RefreshLayout();}public override void OnInspectorGUI(){float newRadius = EditorGUILayout.FloatField("Radius", radius.floatValue);if (newRadius != radius.floatValue){Undo.RecordObject(target, "Radius");radius.floatValue = newRadius;IsChanged();}float newAngleDelta = EditorGUILayout.FloatField("Angle Delta", angleDelta.floatValue);if (newAngleDelta != angleDelta.floatValue){Undo.RecordObject(target, "Angle Delta");angleDelta.floatValue = newAngleDelta;IsChanged();}Direction newDirection = (Direction)EditorGUILayout.EnumPopup("Start Direction", direction);if (newDirection != direction) {Undo.RecordObject(target, "Start Direction");direction = newDirection;startDirection.intValue = (int)direction;IsChanged();}bool newAutoRefresh = EditorGUILayout.Toggle("Auto Refresh", autoRefresh.boolValue);if (newAutoRefresh != autoRefresh.boolValue){Undo.RecordObject(target, "Angle Refresh");autoRefresh.boolValue = newAutoRefresh;IsChanged();}bool newControlChildSize = EditorGUILayout.Toggle("Control Child Size", controlChildSize.boolValue);if (newControlChildSize != controlChildSize.boolValue){Undo.RecordObject(target, "Control Child Size");controlChildSize.boolValue = newControlChildSize;IsChanged();}if (controlChildSize.boolValue){Vector2 newChildSize = EditorGUILayout.Vector2Field("Child Size", childSize.vector2Value);if (newChildSize != childSize.vector2Value){Undo.RecordObject(target, "Child Size");childSize.vector2Value = newChildSize;IsChanged();}}}private void IsChanged(){if (GUI.changed){serializedObject.ApplyModifiedProperties();EditorUtility.SetDirty(target);circleLayoutGroup.RefreshLayout();}}}
#endif

工具已上传SKFramework框架Package Manager中:

SKFramework Package Manager

http://www.lryc.cn/news/9097.html

相关文章:

  • springcloud+nacos+gateway案例
  • 实习这么久,你知道Maven是如何从代码仓库中找到需要的依赖吗?
  • 低代码/零代码的快速开发框架
  • C# 中常见的设计模式
  • promethues/servicemonitor
  • postman使用简介
  • @DS注解在事务中实现数据源的切换@DS在事务中失效【已解决】
  • Java I/O之文件系统
  • Mysql元数据获取方法(information_schema绕过方法)
  • Eclipse快捷键
  • java ssm自习室选座预约系统开发springmvc
  • 分享我从功能测试转型到测试开发的真实故事
  • TypeScript快速入门———(二)TypeScript常用类型
  • Mac M1 使用Centos8➕VMware Fusion进行静态网络配置
  • RadGraph: Extracting Clinical Entities and Relations from Radiology Reports代码
  • 13. OPenGL与QT界面元素交互控制图形渲染
  • 高通平台开发系列讲解(USB篇)libuvc详解
  • ICC2:set_route_opt_target_endpoints
  • 5、小程序面试题
  • Java特殊操作流
  • 如何用SCRM销售管理系统管理销售和做销售管理
  • 分享117个HTML婚纱模板,总有一款适合您
  • VIVADO2022 sdk 工程创建流程
  • 【MyBatis】源码学习 02 - Java 元注解以及 MyBatis @Param 注解分析
  • 贪心算法-蓝桥杯
  • zookeeper 复习 ---- chapter03
  • 1.PostgreSQL
  • buu [UTCTF2020]basic-crypto 1
  • 火山引擎数智平台的这款产品,正在帮助 APP 提升用户活跃度
  • 记录每日LeetCode 2341.数组能形成多少数对 Java实现