unity+Dropdown
项目测试代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(Dropdown))]
public class TestDrowDown : MonoBehaviour {
public string[] showText;//每个Item下的Text,用来显示和修改
public Sprite[] sprite;//自己用来换每个Item的背景显示
Dropdown dropDownItem;
List<string> temoNames;
List<Sprite> sprite_list;
void Start()
{
dropDownItem = this.GetComponent<Dropdown>();
dropDownItem.onValueChanged.AddListener(Change);
temoNames = new List<string>();
sprite_list = new List<Sprite>();
AddNames();
UpdateDropDownItem(temoNames);
}
private void Change(int index)
{
Debug.Log(index);
switch (index)
{
case 0:
Debug.LogError(index+ dropDownItem.value);
break;
case 1:
Debug.LogError(index);
break;
default: break;
}
}
void UpdateDropDownItem(List<string> showNames)
{
dropDownItem.options.Clear();
Dropdown.OptionData temoData;
for (int i = 0; i < showNames.Count; i++)
{
//给每一个option选项赋值
temoData = new Dropdown.OptionData();
temoData.text = showNames[i];
if (sprite.Length != 0)
{
temoData.image = sprite_list[i];
}
dropDownItem.options.Add(temoData);
}
//初始选项的显示
dropDownItem.captionText.text = showNames[0];
}
void AddNames()
{
for (int i = 0; i < showText.Length; i++)
{
temoNames.Add(showText[i]);
}
if(sprite.Length!=0)
{
for (int i = 0; i < sprite.Length; i++)
{
sprite_list.Add(sprite[i]);
}
}
}
// Update is called once per frame
void Update () {
}
}
TK项目使用:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Text.RegularExpressions;
[RequireComponent(typeof(Dropdown))]
public class TKCheckManager : MonoBehaviour {
public string[] showText;//每个Item下的Text,用来显示和修改
public Sprite[] sprite;//自己用来换每个Item的背景显示
Dropdown dropDownItem;
List<string> temoNames;
List<Sprite> sprite_list;
private bool isAdminUser;
void Start()
{
dropDownItem = this.GetComponent<Dropdown>();
dropDownItem.onValueChanged.AddListener(Change);
temoNames = new List<string>();
sprite_list = new List<Sprite>();
AddNames();
UpdateDropDownItem(temoNames);
}
private void OnEnable()
{
dropDownItem = this.GetComponent<Dropdown>();
dropDownItem.onValueChanged.AddListener(Change);
temoNames = new List<string>();
sprite_list = new List<Sprite>();
AddNames();
UpdateDropDownItem(temoNames);
dropDownItem.value = 0;
if(TKDataHandle.TKDataHandleInstance.CurrentAdminProofreaderUserInformationLst.Count!=0)
TKGameSaveDataStatus.singleton.ProofreaderID = TKDataHandle.TKDataHandleInstance.CurrentAdminProofreaderUserInformationLst[0];
}
private void Change(int index)
{
Debug.Log(index);
//2019.10.23之后可选择检验人员
if (isAdminUser)
{
if (TKDataHandle.TKDataHandleInstance.CurrentAdminProofreaderUserInformationLst != null && index < TKDataHandle.TKDataHandleInstance.CurrentAdminProofreaderUserInformationLst.Count)
{
TKGameSaveDataStatus.singleton.ProofreaderID = TKDataHandle.TKDataHandleInstance.CurrentAdminProofreaderUserInformationLst[index];
}
}
else
{
if (TKDataHandle.TKDataHandleInstance.CurrentNoAdminProofreaderUserInformationLst != null && index < TKDataHandle.TKDataHandleInstance.CurrentNoAdminProofreaderUserInformationLst.Count)
{
TKGameSaveDataStatus.singleton.ProofreaderID = TKDataHandle.TKDataHandleInstance.CurrentNoAdminProofreaderUserInformationLst[index];
}
}
//switch (index)
//{
// case 0:
// Debug.LogError(index + dropDownItem.value);
// break;
// case 1:
// Debug.LogError(index);
// break;
// default: break;
//}
}
void UpdateDropDownItem(List<string> showNames)
{
dropDownItem.options.Clear();
Dropdown.OptionData temoData;
for (int i = 0; i < showNames.Count; i++)
{
//给每一个option选项赋值
temoData = new Dropdown.OptionData();
temoData.text = showNames[i];
if (sprite.Length != 0)
{
temoData.image = sprite_list[i];
}
dropDownItem.options.Add(temoData);
}
//初始选项的显示
dropDownItem.captionText.text = showNames[0];
}
void AddNames()
{
var isAdmin= Regex.Match(TKGlobalData.Remarks, "管理员");
isAdminUser = isAdmin.Success;
if (isAdmin.Success)
{
if (TKDataHandle.TKDataHandleInstance.CurrentAdminProofreaderUserInformationDic.Count != 0&& TKDataHandle.TKDataHandleInstance.CurrentAdminProofreaderUserInformationLst.Count!=0)
{
for (int i = 0; i < TKDataHandle.TKDataHandleInstance.CurrentAdminProofreaderUserInformationLst.Count; i++)
{
//Debug.LogError(" 333339999" + TKDataHandle.TKDataHandleInstance.CurrentAdminProofreaderUserInformationDic[TKDataHandle.TKDataHandleInstance.CurrentAdminProofreaderUserInformationLst[i]] + TKDataHandle.TKDataHandleInstance.CurrentAdminProofreaderUserInformationLst.Count + " " + TKDataHandle.TKDataHandleInstance.CurrentAdminProofreaderUserInformationDic.Count);
//temoNames.Add(TKDataHandle.TKDataHandleInstance.CurrentAdminProofreaderUserInformationLst[i]);
temoNames.Add(TKDataHandle.TKDataHandleInstance.CurrentAdminProofreaderUserInformationDic[TKDataHandle.TKDataHandleInstance.CurrentAdminProofreaderUserInformationLst[i]]);
////2019.10.23之后可选择检验人员
//TKGameSaveDataStatus.singleton.ProofreaderID = TKDataHandle.TKDataHandleInstance.CurrentAdminProofreaderUserInformationLst[i];
}
}
}
else
{
if (TKDataHandle.TKDataHandleInstance.CurrentNoAdminProofreaderUserInformationDic.Count != 0&&TKDataHandle.TKDataHandleInstance.CurrentNoAdminProofreaderUserInformationLst.Count != 0)
{
for (int i = 0; i < TKDataHandle.TKDataHandleInstance.CurrentNoAdminProofreaderUserInformationLst.Count; i++)
{
temoNames.Add(TKDataHandle.TKDataHandleInstance.CurrentNoAdminProofreaderUserInformationDic[TKDataHandle.TKDataHandleInstance.CurrentNoAdminProofreaderUserInformationLst[i]]);
//Debug.LogError("********" + TKDataHandle.TKDataHandleInstance.CurrentNoAdminProofreaderUserInformationDic[TKDataHandle.TKDataHandleInstance.CurrentNoAdminProofreaderUserInformationLst[i]]+ "&&&&& "+TKDataHandle.TKDataHandleInstance.CurrentNoAdminProofreaderUserInformationLst[i]);
////2019.10.23之后可选择检验人员
//TKGameSaveDataStatus.singleton.ProofreaderID = TKDataHandle.TKDataHandleInstance.CurrentNoAdminProofreaderUserInformationLst[i];
}
}
}
//if (sprite.Length != 0)
//{
// for (int i = 0; i < sprite.Length; i++)
// {
// sprite_list.Add(sprite[i]);
// }
//}
}
// Update is called once per frame
void Update()
{
}
}
参考文章
(1条消息)Unity(一)关于Unity Dropdown控件的使用心得 - LinZhonglong的博客 - CSDN博客 https://blog.csdn.net/linzhonglong/article/details/71195411
核心在于dropdown.value 知道我们选择的索引是哪一个Item
2017功能记录
1:首先看一下控件组成

Lable和Arrow是用来显示初始化的文字和勾选项的,Lable会根据首选项的内容自动更改。
Template是Dropdown的模板样式,其中Background和Checkmark的图集资源我们可以提前更改。
2:看一下Dropdown的属性面板

Caption Text和Caption Image是作为下拉列表首选项的文字和图片显示,也是我们每次选择后的内容,因此可代码调用获取
Item Text作为下拉列表中每个item的文字显示,Item Image可以用来扩展模板增加内容
Value值会随着下拉列表选项的不同而变化,dropdown.value
Options选项栏内:可以动态赋值给Item对象 Dropdown.OptionData
4:代码模块
说明:参考他人的代码,并做了修改
public string[] showText;//每个Item下的Text,用来显示和修改
public Sprite[] sprite;//自己用来换每个Item的背景显示
Dropdown dropDownItem;
List<string> temoNames;
List<Sprite> sprite_list;
void Start()
{
dropDownItem = this.GetComponent<Dropdown>();
temoNames = new List<string>();
sprite_list = new List<Sprite>();
AddNames();
UpdateDropDownItem(temoNames);
}
void UpdateDropDownItem(List<string> showNames)
{
dropDownItem.options.Clear();
Dropdown.OptionData temoData;
for (int i = 0; i <showNames.Count; i++)
{
//给每一个option选项赋值
temoData = new Dropdown.OptionData();
temoData.text = showNames[i];
temoData.image = sprite_list[i];
dropDownItem.options.Add(temoData);
}
//初始选项的显示
dropDownItem.captionText.text = showNames[0];
}
void AddNames()
{
for (int i = 0; i <showText.Length; i++)
{
temoNames.Add(showText[i]);
}
for (int i = 0; i <sprite.Length; i++)
{
sprite_list.Add(sprite[i]);
}
}
这样可以在Templete里添加图,这样游戏内的看着好看的下拉列表就完成了。如下。。。好吧我承认丑

2019更新记录
需求:点击下拉列表的内容后就执行功能,类似Button事件。其实组件下方的OnValueChanged这个UnityEvent已经是我们要的功能了
下面用两种方法达到同样效果,推荐方法2
使用方法1:
a:首先创建一个脚本挂载在Dropdown组件下,继承ISelectHandler,把dropdown组件拖过来
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class Drop : MonoBehaviour,ISelectHandler
{
public Dropdown drop;
private int lastIndex;
public void OnSelect(BaseEventData eventData)
{
//避免点击下拉列表item和dropdown重复调用
if (drop.value == lastIndex) return;
//处理逻辑
//
Debug.Log("OnSelect=" + drop.value);
lastIndex = drop.value;
}
}
b:这样当我们选择下拉列表对应Item,会触发类似button事件
使用方法2:
使用API自带的监听事件
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(Dropdown))]
public class Drop : MonoBehaviour
{
private Dropdown drop;
void Start()
{
drop = this.GetComponent<Dropdown>();
drop.onValueChanged.AddListener(Change);
}
private void Change(int index)
{
Debug.Log(index);
switch (index)
{
case 0: break;
case 1: break;
default: break;
}
}
}

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