216 lines
7.4 KiB
C#
216 lines
7.4 KiB
C#
/********************************************************************
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文件: CommonExtension.cs
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作者: 梦语
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邮箱: 1982614048@qq.com
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创建时间: 2024/04/11 14:55:52
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最后修改: 梦语
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最后修改时间: 2024/04/22 20:18:33
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功能:
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*********************************************************************/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using UnityEngine;
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using UnityEngine.UI;
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namespace Ether
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{
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public static class CommonExtension
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{
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#region UI自适应
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#region 文本自适应大小
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/// <summary>
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/// Text根据内容适配大小
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/// </summary>
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/// <param name="text"></param>
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public static void SetAutoSize(this TextMeshProUGUI text, float addWidth = 0, float addHeight = 0)
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{
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RectTransform rect = text.GetComponent<RectTransform>();
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// 动态设置width
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rect.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, text.preferredWidth + addWidth);
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// 动态设置height
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rect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, text.preferredHeight + addHeight);
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}
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/// <summary>
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/// Text根据内容适配高度
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/// </summary>
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/// <param name="text"></param>
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public static void SetAutoHeight(this TextMeshProUGUI text, float addSize = 0)
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{
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RectTransform rect = text.GetComponent<RectTransform>();
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// 获取Text的Size
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Vector2 rectSize = rect.rect.size;
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// width不变
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rect.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, rectSize.x);
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// 动态设置height
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rect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, text.preferredHeight + addSize);
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}
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/// <summary>
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/// Text根据内容适配宽度
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/// </summary>
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/// <param name="text"></param>
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public static void SetAutoWidth(this TextMeshProUGUI text, float addSize = 0)
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{
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RectTransform rect = text.GetComponent<RectTransform>();
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// 获取Text的Size
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Vector2 rectSize = rect.rect.size;
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// 动态设置width
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rect.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, text.preferredWidth + addSize);
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// height不变
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rect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, rectSize.y);
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}
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#endregion
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#region UI大小设置
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public static void SetWidth(this GameObject go, float width)
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{
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RectTransform rect = go.GetComponent<RectTransform>();
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//rect.sizeDelta = new Vector2(width, rect.sizeDelta.y);
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rect.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, width);
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}
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public static void SetHeight(this GameObject go, float height)
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{
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RectTransform rect = go.GetComponent<RectTransform>();
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//rect.sizeDelta = new Vector2(rect.sizeDelta.x, height);
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rect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, height);
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}
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public static void SetSize(this GameObject go, Vector2 size)
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{
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RectTransform rect = go.GetComponent<RectTransform>();
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//rect.sizeDelta = size;
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rect.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, size.x);
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rect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, size.y);
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}
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public static Vector3 GetSize(this GameObject obj)
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{
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RectTransform rect = obj.GetComponent<RectTransform>();
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return rect.rect.size;
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}
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#endregion
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#endregion
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#if UNITY_EDITOR
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public static void CreateComponent<T>(GameObject selectObject, Action<GameObject> callBack, params Type[] types) where T : Component
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{
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GameObject gameObject;
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Type[] typesArray = new Type[types.Length + 1];
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for (int i = 0; i < types.Length; i++)
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{
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typesArray[i] = types[i];
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}
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typesArray[types.Length] = typeof(T);
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if (selectObject != null)
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{
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Debug.Log($"选择物体:{selectObject.name}");
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// 获取物体的根 Canvas
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Canvas rootCanvas = selectObject.GetComponentInParent<Canvas>();
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Transform parentTransform;
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if (rootCanvas != null)
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{
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parentTransform = selectObject.transform;
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}
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else
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{
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var canvas = ObjectFactory.CreateGameObject("Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
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var eventSystem = ObjectFactory.CreateGameObject("EventSystem", typeof(UnityEngine.EventSystems.EventSystem), typeof(UnityEngine.EventSystems.StandaloneInputModule));
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parentTransform = canvas.transform;
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}
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gameObject = ObjectFactory.CreateGameObject($"New {typeof(T).Name}", typesArray);
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gameObject.transform.SetParent(parentTransform, false);
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}
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else
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{
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var canvas = ObjectFactory.CreateGameObject("Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
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var eventSystem = ObjectFactory.CreateGameObject("EventSystem", typeof(UnityEngine.EventSystems.EventSystem), typeof(UnityEngine.EventSystems.StandaloneInputModule));
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canvas.GetComponent<Canvas>().renderMode = RenderMode.ScreenSpaceOverlay;
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Transform parentTransform = canvas.transform;
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gameObject = ObjectFactory.CreateGameObject($"New {typeof(T).Name}", typesArray);
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gameObject.transform.SetParent(parentTransform, false);
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}
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gameObject.transform.localPosition = Vector3.zero;
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gameObject.transform.localScale = new Vector3(1, 1, 1);
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callBack?.Invoke(gameObject);
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EditorUtility.FocusProjectWindow();
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Selection.activeObject = gameObject;
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EditorGUIUtility.PingObject(Selection.activeObject);
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}
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#endif
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/// <summary>
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/// 设置物体显示和隐藏
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/// </summary>
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public static void SetVisible(this Component component, bool visible, Action callback = null)
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{
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SetVisible(component.gameObject, visible, callback);
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}
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public static void SetVisible(this GameObject go, bool visible, Action callback = null)
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{
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if (!go)
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{
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return;
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}
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if (go.activeSelf == visible)
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{
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return;
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}
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if (visible)
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{
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go.SetActive(true);
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callback?.Invoke();
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}
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else
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{
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AnimController anim = go.GetComponent<AnimController>();
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if (anim)
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{
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anim.PlayDisableAnim(() =>
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{
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callback?.Invoke();
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go.SetActive(visible);
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});
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}
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else
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{
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callback?.Invoke();
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go.SetActive(visible);
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}
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}
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}
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}
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}
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