在实际使用UGUI开发的过程中发现一个UGUI的BUG:
当Content下的子物体增加时,ScrollBar下的Handle滑条大小没有实时根据发生Content下的子物体数量发生变化。(在Hierarchy面板中右键创建UI->ScrollView,在子物体中找到Content,需要按行列布置的游戏物体都作为Content的子物体挂在Content下)
(以开发垂直的ScrollView为例)在查找问题的过程中发现:我的这个项目里Content的高小于遮罩层Viewport的的高,致使ScrollBar滑条的size一直为1的状态。调整Content的高使高大于遮罩层Viewport的的高后又发现如下问题:
在编辑模式下ScrollBar滑条的size只根据Content与遮罩层Viewport的大小比例进行了调整,而不是根据Content的子物体数量进行变换,致使了在Content下添加的子物体的总高大于Content设置的高时下拉滑条并不能全部显示的问题,并且在游戏运行时ScrollBar的Size又重新变回1了,无论怎么调整参数都无济于事。
于是自己写了一个脚本,根据Content下的子物体的个数来控制Content的宽高(原理是修改RectTransform的sizedelta),代码如下:
/* * 说明:挂在UGUI中ScrollView中的Content游戏物体下(在Hierarchy面板中右键创建UI->ScrollView,在子物体中找到Content) * * 功能:解决ScrollView中Content不能根据实际Content下的游戏物体的多少自动改变Content的宽高问题 * 以至于在Content动态添加需要排序的游戏物体时ScrollBar滑条变更不正确的问题 * (Content Size Fitter组件是用于文本组件时自动根据文本变更大小的组件,这里不适用) */ using System.Collections; using System.Collections.Generic; using UnityEngine; public class ScrollViewContentTool : MonoBehaviour { /// <summary> /// 根据ScrollBar的类型自动调整Content的宽或高 /// </summary> public enum ScrollBarType { Vertical, //为垂直状态时需设置RectTransform的Anchors为Min(0,1),Max(1,1) Horizontal, //为水平向右延伸状态时需设置RectTransform的Anchors为Min(0,0),Max(0,1) HorizontalAndVertical } public ScrollBarType m_barType; /// <summary> /// 该Content表示实际宽高(这里宽高大小应该为Viewport遮罩层的大小) /// </summary> public float m_ContentWidth = 0; public float m_ContentHeight = 0; /// <summary> /// Content下排列的游戏物体X轴和Y轴的间距 /// </summary> public Vector2 m_Spacing = Vector2.zero; private RectTransform m_rectTransform = null; private int m_tempChildCount = 0; private Vector2 m_ChildSize = Vector2.zero; //存储Content子物体的宽高 // Use this for initialization private void Awake () { m_rectTransform = this.GetComponent<RectTransform>(); m_tempChildCount = this.transform.childCount; if (m_tempChildCount > 0) m_ChildSize = this.transform.GetChild(0).GetComponent<RectTransform>().sizeDelta; if (m_barType == ScrollBarType.Horizontal) { if (m_ContentWidth == 0) Debug.LogError("请设置Content的Width!!"); m_rectTransform.anchorMin = new Vector2(0, 0); m_rectTransform.anchorMax = new Vector2(0, 1); m_rectTransform.sizeDelta = new Vector2(m_ContentWidth, 0); } else if (m_barType == ScrollBarType.Vertical) { if (m_ContentHeight == 0) Debug.LogError("请设置Content的Height!!"); m_rectTransform.anchorMin = new Vector2(0, 1); m_rectTransform.anchorMax = new Vector2(1, 1); m_rectTransform.sizeDelta = new Vector2(0, m_ContentHeight); } else if (m_barType == ScrollBarType.HorizontalAndVertical) { if (m_ContentHeight == 0 || m_ContentWidth == 0) Debug.LogError("请设置Content的Width和Height!!"); m_rectTransform.anchorMin = new Vector2(0, 0); m_rectTransform.anchorMax = new Vector2(1, 1); m_rectTransform.sizeDelta = new Vector2(0, 0); } //Debug.Log(this.transform.GetChild(0).GetComponent<RectTransform>().sizeDelta); } // Update is called once per frame private void Update () { if (m_tempChildCount != this.transform.childCount) { m_tempChildCount = this.transform.childCount; UpdateContentSize(m_tempChildCount); } } /// <summary> /// 根据Content下子物体数量的变化更新Content的宽高 /// </summary> private void UpdateContentSize(int _count) { if (m_barType == ScrollBarType.Horizontal) { if (_count * m_ChildSize.x > m_ContentWidth) { m_rectTransform.sizeDelta = new Vector2(_count * (m_ChildSize.x + m_Spacing.x), 0); } } else if (m_barType == ScrollBarType.Vertical) { if (_count * m_ChildSize.y > m_ContentHeight) { m_rectTransform.sizeDelta = new Vector2(0, _count * (m_ChildSize.y + m_Spacing.y)); } } //此时的m_rectTransform.sizeDelta代表往右和往下的增量,为0时代表Content的初始大小 else if (m_barType == ScrollBarType.HorizontalAndVertical) { if (_count * m_ChildSize.x > m_ContentWidth) { float width = Mathf.Abs(m_ContentWidth - _count * (m_ChildSize.x + m_Spacing.x)); m_rectTransform.sizeDelta = new Vector2(width, 0); } if (_count * m_ChildSize.y > m_ContentHeight) { float height = Mathf.Abs(m_ContentHeight - _count * (m_ChildSize.y + m_Spacing.y)); m_rectTransform.sizeDelta = new Vector2(0, -height); } } } }
将此代码挂在Content游戏物体下即可,亲测可用。