Unity & 蓝湖 关于UI工作流优化的思考(二)

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CoderZ1010 发表于 2022/09/25 05:26:15 2022/09/25
【摘要】 背景和历史版本在下面这篇博客中查看: Unity & 蓝湖 关于UI工作流优化的思考 最新版本: 本文旨在让不会使用Unity的其他人员在简单了解该工具后,可以帮助研发人员搭建Unity中的UI预制体,研发人员稍作调整即可用,以减轻研发人员的工作压力。 一个UI视图的预制体的制作步骤如下: 1.在蓝湖中下载...

背景和历史版本在下面这篇博客中查看:

Unity & 蓝湖 关于UI工作流优化的思考

最新版本:

本文旨在让不会使用Unity的其他人员在简单了解该工具后,可以帮助研发人员搭建Unity中的UI预制体,研发人员稍作调整即可用,以减轻研发人员的工作压力。

一个UI视图的预制体的制作步骤如下:

1.在蓝湖中下载该视图的所有相关切图

2.将下载的切图资源包解压缩后,拖入到Unity中Project窗口的Assets目录中的任一文件夹内

 

3.选中所有切图,在Inspector窗口修改Texture Type为Sprite类型,并点击右下角的Apply

4.在顶部菜单栏SKFramework中找到LanHu,打开窗口

5.点击浏览按钮选择该视图的切图所在文件夹

6.点击创建,创建一个Canvas画布,也可以选择场景中已有的Canvas

7.添加

点击添加按钮,添加一项UI视图元素

在蓝湖中点击切图的样式信息中的内容即可复制

回到Unity,点击粘贴按钮,将从蓝湖中复制的内容粘贴到对应参数中

8.删除

点击”-“号按钮,可以将该项进行移除

点击清空按钮,可以清空当前所有的配置信息

9.收缩

配置信息过多时,点击收缩按钮,可以关闭所有折叠栏

10.展开

点击展开按钮,可以打开所有折叠栏

11.生成

点击生成后,工具会根据填写的配置信息,在切图所在文件夹中加载指定切图,并将其设置到指定位置、设置指定大小,最终将生成的UI视图创建为prefab预制体。

随着预制体的生成,工具还会将该视图的所有配置信息以资产的形式保存下来

12.导入

当想要修改一个UI视图的某一元素时,点击导入按钮,将该视图的配置资产文件进行导入,修改配置内容后重新生成即可。

13.预览生成的UI视图

打开Scene窗口中的2D选项

在Hierarchy窗口找到Canvas中的UI视图,双击聚焦查看

工具完整代码:


      using System;
      namespace SK.Framework
      {
         /// <summary>
         /// 蓝湖界面UI元素
         /// </summary>
          [Serializable]
         public class LanHuViewElement
          {
             /// <summary>
             /// 图层名称
             /// </summary>
             public string name;
             /// <summary>
             /// 位置x
             /// </summary>
             public string x;
             /// <summary>
             /// 位置y
             /// </summary>
             public string y;
             /// <summary>
             /// 宽度
             /// </summary>
             public string width;
             /// <summary>
             /// 高度
             /// </summary>
             public string height;
             /// <summary>
             /// 不透明度
             /// </summary>
             public string opacity;
             /// <summary>
             /// 像素倍数
             /// </summary>
             public string pixel = "x1";
             /// <summary>
             /// 构造函数
             /// </summary>
             public LanHuViewElement(string name, string x, string y, string width, string height, string opacity, string pixel)
              {
                 this.name = name;
                 this.x = x;
                 this.y = y;
                 this.width = width;
                 this.height = height;
                 this.opacity = opacity;
                 this.pixel = pixel;
              }
          }
      }
  
 

      using UnityEngine;
      using System.Collections.Generic;
      namespace SK.Framework
      {
         public class LanHuView : ScriptableObject
          {
             /// <summary>
             /// 存放切图的文件夹路径
             /// </summary>
             public string path;
             public List<LanHuViewElement> elements = new List<LanHuViewElement>(0);
          }
      }
  
 

      using System.IO;
      using UnityEditor;
      using UnityEngine;
      using UnityEngine.UI;
      using System.Collections.Generic;
      namespace SK.Framework
      {
         /// <summary>
         /// 蓝湖UI界面搭建工具
         /// </summary>
         public class LanHu : EditorWindow
          {
              [MenuItem("SKFramework/LanHu")]
             private static void Open()
              {
                  GetWindow<LanHu>("LanHu").Show();
              }
             private string path;
             private List<LanHuViewElement> elements;
             private Vector2 scroll;
             private const float labelWidth = 70f;
             private Dictionary<LanHuViewElement, bool> foldoutDic;
             private CanvasScaler canvasScaler;
             private void OnEnable()
              {
                  path = "Assets";
                  elements = new List<LanHuViewElement>();
                  foldoutDic = new Dictionary<LanHuViewElement, bool>();
              }
             private void OnGUI()
              {
                  OnTopGUI();
                  OnElementsGUI();
                  OnMenuGUI();
              }
             private void OnTopGUI()
              {
                  GUILayout.BeginHorizontal();
                  GUILayout.Label("切图文件夹路径:", GUILayout.Width(100f));
                  EditorGUILayout.TextField(path);
                 if (GUILayout.Button("浏览", GUILayout.Width(40f)))
                  {
                     //Assets相对路径
                      path = EditorUtility.OpenFolderPanel("选择切图文件夹", "", "").Replace(Application.dataPath, "Assets");
                  }
                  GUILayout.EndHorizontal();
                  GUILayout.BeginHorizontal();
                  GUILayout.Label("Canvas Scaler", GUILayout.Width(100f));
                  canvasScaler = (CanvasScaler)EditorGUILayout.ObjectField(canvasScaler, typeof(CanvasScaler), true);
                 if (canvasScaler == null)
                  {
                     if (GUILayout.Button("创建", GUILayout.Width(40f)))
                      {
                         var canvas = new GameObject("Canvas").AddComponent<Canvas>();
                          canvas.renderMode = RenderMode.ScreenSpaceCamera;
                          canvasScaler = canvas.gameObject.AddComponent<CanvasScaler>();
                          canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
                          canvasScaler.referenceResolution = new Vector2(1920f, 1080f);
                          EditorGUIUtility.PingObject(canvas);
                      }
                  }
                  GUILayout.EndHorizontal();
              }
             private void OnElementsGUI()
              {
                  EditorGUILayout.Space();
                  GUI.enabled = canvasScaler != null;
                  scroll = EditorGUILayout.BeginScrollView(scroll);
                 for (int i = 0; i < elements.Count; i++)
                  {
                     var element = elements[i];
                     if (!foldoutDic.ContainsKey(element))
                      {
                          foldoutDic.Add(element, true);
                      }
                      foldoutDic[element] = EditorGUILayout.Foldout(foldoutDic[element], element.name, true);
                     if (!foldoutDic[element]) continue;
                      GUILayout.BeginVertical("Box");
                      GUILayout.BeginHorizontal();
                      GUILayout.Label("图层", GUILayout.Width(labelWidth));
                      element.name = EditorGUILayout.TextField(element.name);
                     if (GUILayout.Button("粘贴", GUILayout.Width(40f)))
                      {
                          element.name = GUIUtility.systemCopyBuffer;
                      }
                     if (GUILayout.Button("-", GUILayout.Width(20f)))
                      {
                          foldoutDic.Remove(element);
                          elements.RemoveAt(i);
                          Repaint();
                      }
                      GUILayout.EndHorizontal();
                      GUILayout.BeginHorizontal();
                      GUILayout.Label("位置", GUILayout.Width(labelWidth));
                      element.x = EditorGUILayout.TextField(element.x);
                     if (GUILayout.Button("粘贴", GUILayout.Width(40f)))
                      {
                          element.x = GUIUtility.systemCopyBuffer;
                      }
                      element.y = EditorGUILayout.TextField(element.y);
                     if (GUILayout.Button("粘贴", GUILayout.Width(40f)))
                      {
                          element.y = GUIUtility.systemCopyBuffer;
                      }
                      GUILayout.EndHorizontal();
                      GUILayout.BeginHorizontal();
                      GUILayout.Label("大小", GUILayout.Width(labelWidth));
                      element.width = EditorGUILayout.TextField(element.width);
                     if (GUILayout.Button("粘贴", GUILayout.Width(40f)))
                      {
                          element.width = GUIUtility.systemCopyBuffer;
                      }
                      element.height = EditorGUILayout.TextField(element.height);
                     if (GUILayout.Button("粘贴", GUILayout.Width(40f)))
                      {
                          element.height = GUIUtility.systemCopyBuffer;
                      }
                      GUILayout.EndHorizontal();
                      GUILayout.BeginHorizontal();
                      GUILayout.Label("不透明度", GUILayout.Width(labelWidth));
                      element.opacity = EditorGUILayout.TextField(element.opacity);
                     if (GUILayout.Button("粘贴", GUILayout.Width(40f)))
                      {
                          element.opacity = GUIUtility.systemCopyBuffer;
                      }
                      GUILayout.EndHorizontal();
                      GUILayout.BeginHorizontal();
                      GUILayout.Label("像素倍数", GUILayout.Width(labelWidth));
                     if (GUILayout.Button(element.pixel))
                      {
                          GenericMenu gm = new GenericMenu();
                          gm.AddItem(new GUIContent("x1"), element.pixel == "x1", () => element.pixel = "x1");
                          gm.AddItem(new GUIContent("x2"), element.pixel == "x2", () => element.pixel = "x2");
                          gm.ShowAsContext();
                      }
                      GUILayout.EndHorizontal();
                      GUILayout.EndVertical();
                  }
                  EditorGUILayout.EndScrollView();
              }
             private void OnMenuGUI()
              {
                  GUILayout.FlexibleSpace();
                  GUILayout.BeginHorizontal();
                 if (GUILayout.Button("导入", "ButtonLeft"))
                  {
                     string presetPath = EditorUtility.OpenFilePanel("选择预设文件", Application.dataPath, "asset");
                     if (File.Exists(presetPath))
                      {
                         var import = AssetDatabase.LoadAssetAtPath<LanHuView>(presetPath.Replace(Application.dataPath, "Assets"));
                         if (import != null)
                          {
                              elements.Clear();
                              foldoutDic.Clear();
                              path = import.path;
                             for (int i = 0; i < import.elements.Count; i++)
                              {
                                  elements.Add(import.elements[i]);
                              }
                              Repaint();
                          }
                      }
                  }
                 if (GUILayout.Button("添加", "ButtonMid"))
                  {
                      elements.Add(new LanHuViewElement("", "0px", "0px", "1920px", "1080px", "100%", "x1"));
                  }
                 if (GUILayout.Button("清空", "ButtonMid"))
                  {
                     if (EditorUtility.DisplayDialog("提醒", "确定删除当前所有配置信息?", "确定", "取消"))
                      {
                          elements.Clear();
                          foldoutDic.Clear();
                      }
                  }
                 if (GUILayout.Button("展开", "ButtonMid"))
                  {
                     for (int i = 0; i < elements.Count; i++)
                      {
                          foldoutDic[elements[i]] = true;
                      }
                  }
                 if (GUILayout.Button("收缩", "ButtonMid"))
                  {
                     for (int i = 0; i < elements.Count; i++)
                      {
                          foldoutDic[elements[i]] = false;
                      }
                  }
                 if (GUILayout.Button("生成", "ButtonRight"))
                  {
                     var array = path.Split('/');
                     var view = new GameObject(array[array.Length - 1]).AddComponent<RectTransform>();
                      view.transform.SetParent(canvasScaler.transform, false);
                      SetRectTransform(view, 0, 0, canvasScaler.referenceResolution.x, canvasScaler.referenceResolution.y);
                     for (int i = 0; i < elements.Count; i++)
                      {
                         var element = elements[i];
                         string spritePath = string.Format("{0}/{1}{2}.png", path, element.name, element.pixel == "x1" ? string.Empty : "@2x");
                         var obj = AssetDatabase.LoadAssetAtPath<Sprite>(spritePath);
                         if (obj != null)
                          {
                             var image = new GameObject(obj.name).AddComponent<Image>();
                              image.transform.SetParent(view.transform, false);
                              image.sprite = obj;
                              RectTransform rt = image.transform as RectTransform;
                             float.TryParse(element.x.Replace(element.x.Substring(element.x.Length - 2, 2), string.Empty), out float xValue);
                             float.TryParse(element.y.Replace(element.y.Substring(element.y.Length - 2, 2), string.Empty), out float yValue);
                             float.TryParse(element.width.Replace(element.width.Substring(element.width.Length - 2, 2), string.Empty), out float wValue);
                             float.TryParse(element.height.Replace(element.height.Substring(element.height.Length - 2, 2), string.Empty), out float hValue);
                             /*
       float.TryParse(element.x, out float xValue);
       float.TryParse(element.y, out float yValue);
       float.TryParse(element.width, out float wValue);
       float.TryParse(element.height, out float hValue);
       */
                              SetRectTransform(rt, xValue, yValue, wValue, hValue);
                          }
                         else
                          {
                              Debug.Log($"<color=yellow>加载切图失败 {spritePath}</color>");
                          }
                      }
                     //创建预设文件
                     var preset = CreateInstance<LanHuView>();
                     for (int i = 0; i < elements.Count; i++)
                      {
                          preset.elements.Add(elements[i]);
                      }
                      preset.path = path;
                      AssetDatabase.CreateAsset(preset, string.Format("Assets/{0}.asset", view.name));
                      AssetDatabase.Refresh();
                      Selection.activeObject = preset;
                     //创建Prefab
                     var prefab = PrefabUtility.SaveAsPrefabAsset(view.gameObject, $"Assets/{view.name}.prefab", out bool result);
                     if (!result)
                      {
                          Debug.Log($"<color=yellow>生成预制体失败 {view.name}</color>");
                      }
                     else
                      {
                          EditorGUIUtility.PingObject(prefab);
                      }
                  }
                  GUILayout.EndHorizontal();
              }
             private void SetRectTransform(RectTransform rt, float x, float y, float width, float height)
              {
                 //调整位置及大小
                  rt.anchorMin = new Vector2(0, 1);
                  rt.anchorMax = new Vector2(0, 1);
                  rt.pivot = Vector2.one * .5f;
                  rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, width);
                  rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, height);
                  rt.anchoredPosition = new Vector2(x + width / 2f, -(y + height / 2f));
                 //调整完成后自动设置锚点
                  RectTransform prt = rt.parent as RectTransform;
                  Vector2 anchorMin = new Vector2(
                      rt.anchorMin.x + rt.offsetMin.x / prt.rect.width,
                      rt.anchorMin.y + rt.offsetMin.y / prt.rect.height);
                  Vector2 anchorMax = new Vector2(
                      rt.anchorMax.x + rt.offsetMax.x / prt.rect.width,
                      rt.anchorMax.y + rt.offsetMax.y / prt.rect.height);
                  rt.anchorMin = anchorMin;
                  rt.anchorMax = anchorMax;
                  rt.offsetMin = rt.offsetMax = Vector2.zero;
              }
          }
      }
  
 

文章来源: coderz.blog.csdn.net,作者:CoderZ1010,版权归原作者所有,如需转载,请联系作者。

原文链接:coderz.blog.csdn.net/article/details/124320434

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