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我不明白如何在 Unity 中使用滚动视图。这是我用来创建滚动视图的脚本:

#pragma strict

//not implemented yet
var selectObjectIcon : Texture2D;
var addEntityIcon : Texture2D;
var selectNextEntityIcon : Texture2D;
var createPathIcon : Texture2D;
var assignPathIcon : Texture2D;
var changeSpeedIcon : Texture2D;
var deleteObjectIcon : Texture2D;
var zoomIcon : Texture2D;

//not supposed to be implemented
var dragEntityIcon : Texture2D;
var assignPointIcon : Texture2D;
var haltIcon : Texture2D;
var warpIcon : Texture2D;
var glowStickIcon : Texture2D;
var selectWeaponIcon : Texture2D;
var reviveIcon : Texture2D;
var lineOfSightIcon : Texture2D;

var buttonDimensions : float;
var buttonStyle : GUIStyle;

private var scrollPosition : Vector2 = Vector2.zero;

function OnGUI () {
    //scrollPosition = GUI.BeginScrollView(Rect(Screen.width-buttonDimensions, 0, buttonDimensions, Screen.height), scrollPosition, Rect(0, 0, buttonDimensions, buttonDimensions));
    scrollPosition = GUI.BeginScrollView(Rect(Screen.width-buttonDimensions, 0, buttonDimensions, Screen.height), scrollPosition, Rect(0, 0, buttonDimensions, Screen.height));
    GUILayout.BeginVertical();

    if(GUILayout.Button(selectObjectIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(addEntityIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(selectNextEntityIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(createPathIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(assignPathIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(changeSpeedIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(deleteObjectIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(zoomIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }

    if(GUILayout.Button(dragEntityIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(assignPointIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(haltIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(warpIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(glowStickIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(selectWeaponIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(reviveIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(lineOfSightIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }

    GUILayout.EndVertical();
    GUI.EndScrollView();
}

但这并没有按预期工作。按钮太靠右了,被切断了,我无法向上滚动它们。我也不明白 BeginScrollView 的第三个参数应该是什么。文档只是说“滚动视图内使用的矩形。”。我应该计算滚动视图窗口和内容窗口的值吗?我来自 Android GUI 开发,这似乎比必要的工作要多得多。

4

1 回答 1

0

好的,所以通过反复试验,我能够将脚本放在一起以按预期显示所有内容。困扰我的是我需要估计滚动条的大小并计算按钮的像素值以创建滚动视图。我想对于更复杂的 UI 来说,明确地计算这些值将会非常令人头疼。有没有更好的方法来做到这一点,类似于在 Android 中创建 ListView 相对容易?

#pragma strict

//not implemented yet
var selectObjectIcon : Texture2D;
var addEntityIcon : Texture2D;
var selectNextEntityIcon : Texture2D;
var createPathIcon : Texture2D;
var assignPathIcon : Texture2D;
var changeSpeedIcon : Texture2D;
var deleteObjectIcon : Texture2D;
var zoomIcon : Texture2D;

//not supposed to be implemented
var dragEntityIcon : Texture2D;
var assignPointIcon : Texture2D;
var haltIcon : Texture2D;
var warpIcon : Texture2D;
var glowStickIcon : Texture2D;
var selectWeaponIcon : Texture2D;
var reviveIcon : Texture2D;
var lineOfSightIcon : Texture2D;

var buttonDimensions : float;
var buttonStyle : GUIStyle;

private var scrollPosition : Vector2 = Vector2.zero;
private var scrollBarWidth : float = 17.5;

function OnGUI () {
    scrollPosition = GUI.BeginScrollView(Rect(Screen.width-buttonDimensions-scrollBarWidth-buttonStyle.padding.right, 0, buttonDimensions+scrollBarWidth+buttonStyle.padding.right, Screen.height), scrollPosition, Rect(0, 0, buttonDimensions, (buttonDimensions+buttonStyle.padding.bottom+buttonStyle.padding.top)*16));
    GUILayout.BeginVertical();

    if(GUILayout.Button(selectObjectIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(addEntityIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(selectNextEntityIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(createPathIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(assignPathIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(changeSpeedIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(deleteObjectIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(zoomIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }

    if(GUILayout.Button(dragEntityIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(assignPointIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(haltIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(warpIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(glowStickIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(selectWeaponIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(reviveIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }
    if(GUILayout.Button(lineOfSightIcon, buttonStyle)){
        Debug.Log("select object pressed");
    }

    GUILayout.EndVertical();
    GUI.EndScrollView();
}
于 2013-10-11T19:08:02.753 回答