private GList list; void Start() { mainUI = GetComponent<UIPanel>().ui; list = mainUI.GetChild("n0").asList; //n0是FairyGUI中的列表 list.SetVirtualAndLoop(); //把列表设置为虚拟列表(FGUI规定:如果使用列表,则必须使用虚拟列表) list.itemRenderer = RenderListItem; //调用list里面的渲染函数...
public class UILoop1 : UIBase { enum Direction { Horizontal, Vertical } [SerializeField] private RectTransform m_Cell; [SerializeField] private Vector2 m_Page; [SerializeField] Direction direction = Direction.Horizontal; [SerializeField,Range(4,10)] private int m_BufferNo; private List<RectTransform...
List<LoopDataItem> loopDatas = new List<LoopDataItem>(); for (int i = 0; i < 100; i++) { loopDatas.Add(new LoopDataItem(i)); } dataAdapter.InitData(loopDatas); } void Start() { OnAddHead(); //延迟 Invoke("EnableFalseGrid", 0.1f); } // Update is called once per frame v...
(ScrollListenerGListPageSelect); //我们模拟赋值 5*5 共25 for (int i = 0; i < 5; i++) //5行 { for (int j = 0; j < 5; j++) //5列 { GLoader gLoader= ListListThreeD.GetChildAt(i).asCom.GetChild("ContentList").asList.GetChildAt(j).asCom.GetChild("loader").asLoader;...
在框选时,还需要清除上一次框选的内容,因此我们使用一个List列表来记录当前框选的战斗单位,框选前遍历该列表来清除框选记录,完整代码如下: 代码语言:javascript 代码运行次数:0 运行 AI代码解释 publicclassExample:MonoBehaviour{//光线渲染器组件privateLineRenderer lineRenderer;//屏幕坐标系起始点privateVector3 scre...
private List intList; private Dictionary intDictionary; private int[] intArray; #endregion #region UNITY_CALLBACKS void Start() { stopWatch = new Stopwatch(); intArray = new int[numberOfIterations]; intList = new List(); intDictionary = new Dictionary(); ...
// 添加音频播放源,并且把设置的相关数据添加到音频播放源中,然后播放 AudioSource audio = gameObject.AddComponent<AudioSource>(); audioList.Add(audio); audio.clip = audioStructItem.audioClip; audio.loop = audioStructItem.loop; audio.volume = audioStructItem.volume; audio.Play(...
Loop [是否循环] PixelShap [是否保持原像素] 五. 实战 5.1 屏幕自动适应 1) 主流分辨率 2)Anchor 组件(多个物体设置锚点) 创建Anchor组件 Anchor设置 需要注意的是,必须得将需要自动适应屏幕的UI放在Anchor的下面,设置为子物体 3)Anchors (单个物体设置锚点) ...
_items.Clear();for(inti =0; i < generateCount; i++) { GameObject itemGameObject=_scrollViewOperate.InitScrollViewList(i); LoopScrollItem item=newLoopScrollItem(itemGameObject);floatitemY = -i *_itemHeight; item.RectTransform.anchoredPosition=newVector2(scrollRect.content.anchoredPosition.x, item...
//卡片之间的间距//生成的卡片列表privatereadonly List<LoopScrollViewItem>itemList=newList<LoopScrollViewItem>();//字典用于存储各位置对应的卡片层级和坐标privatereadonly Dictionary<int,LoopScrollViewData>map=newDictionary<int,LoopScrollViewData>();privatevoidStart(){for(int i=0;i<roomTextures.Length;i...