在当Scale Factor为2时,Scale Factor 会调整整个Canvas 的大小,并让他的大小跟Screen Size一样,运算后Canvas Size放大2倍,刚好等于Screen Size,而底下的图片会放大2倍 UI Scale Mode Constant Pixel Size Canvas Size 始终等于 Screen Size,透过Scale Factor直接缩放
附Canvas组件反编译源码 代码语言:javascript 代码运行次数:0 运行 AI代码解释 using System;using System.Runtime.CompilerServices;using System.Threading;using UnityEngine.Bindings;using UnityEngine.Scripting;namespace UnityEngine{/// <summary>/// <para>Element that can be used for screen rendering.</para...
In the last tutorial we learned how we can add a Text label UI Element to our Game canvas.We could have easily done that by just importing a sprite, right? Why did we bother making a Canvas? One of the major reasons is because we want to have the option of being able to modify ...
RectTransform继承于Transform,配合Canvas专门交给UGUI使用.控制UI的大小旋转缩放等。 1.Anchor unity中的ui元素是有严格的父子关系的,子物体的位置是根据父物体的变化而变化的,而子物体和父物体联系的桥梁就是Anchor。在recttransform面板中可以调整锚点的值.min和max表征的是该点所在位置占父物体大小的比例.(默认左下角...
然后设置Layer为Element 可以给三角形设置颜色做一个区分。 添加三角碰撞,也就是polygon collider2d,添加的时候他会自己根据sprite的顶点设置好碰撞盒,所以不需要手动修改形状。 还要加上RigidBody2D,我们使用速度来控制player的移动。因为是俯视角的弹幕游戏,没有重力,所以不要忘记把Gravity Scale设置为0(当然也可以去...
This is an element that can live on a Canvas.Properties transform Get the transform associated with the ICanvasElement.Public Methods GraphicUpdateComplete Callback sent when this ICanvasElement has completed Graphic rebuild. IsDestroyed Return true if the element is considered destroyed. Used if the...
path="ThemeMode, Converter={ThemeModeToBoolConverter}" /> <!--Short expression--> <MyBindableElement binding-value-path="ThemeMode, ThemeModeToBoolConverter" /> <!--Minimal expression - the first appropriate converter will be used--> <MyBindableElement binding-value-path="ThemeMode" /> </...
[DisallowMultipleComponent] [RequireComponent(typeof(RectTransform))] public abstract class Graphic : UIBehaviour, ICanvasElement { [SerializeField] protected Material m_Material;// 材质 [NonSerialized] private RectTransform m_RectTransform;// 绘制区域 [NonSerialized] protected Mesh m_CachedMesh;// 顶点...
通过创建专用精灵图来减少重叠元素的方法也可以用于四元素(sub-element)。比如,有一个商店页面,其中有个一滚动列表,列表中含有很多窗格显示商品,每个商品UI都有一个外框,一个背景,一些用于表示价格、名字以及其他信息的图标。商店UI需要一张背景图,但是由于商品会在商店的背景上滚动,所以没法将商品元素合并到商店背景...
Debug.LogError("[UIBattle] Cannot get component of CanvasScaler!"); } var pos = Camera.main.WorldToScreenPoint(BloodBarPos); // 获取屏幕地址 pos.Scale(UIScaleFactor); // 进行缩放 bloodTrans.anchoredPosition = pos; // 设置位置,当然这个bloodTrans在某个锚点在ButtonLeft的父节点下 ...