Unity3D的UGUI布局锚点自动绑定关系

  

[MenuItem("CONTEXT/RectTransform/Auto")]
    public static void AutoRectAnior()
    {
        Debug.Log("自适应锚点");
        //获得当前设置UI
        RectTransform rect = Selection.activeGameObject.GetComponent<RectTransform>();
        //获取其父级
        RectTransform parent = rect.parent.GetComponent<RectTransform>();
        RectTransform canvas = rect.GetComponentInParent<Canvas>().GetComponent<RectTransform>();
        if (!rect || ! parent || !canvas)
        {
            Debug.Log("自适应锚点失败,缺少对象!");
            return;
        }
        Bounds rectBounds = RectTransformUtility.CalculateRelativeRectTransformBounds(canvas, rect);//计算src的包围盒
        Bounds parentBounds = RectTransformUtility.CalculateRelativeRectTransformBounds(canvas, parent);//计算tar的包围盒

        float cMinX = 0.5f, cMinY = 0.5f, cMaxX = 0.5f, cMaxY = 0.5f;
        //获取设置UI的宽和高
        float cWidth = rectBounds.size.x; //rect.sizeDelta.x * rect.localScale.x;
        float cHight = rectBounds.size.y;//rect.sizeDelta.y * rect.localScale.y;
        //获取设置UI父级的宽和高
        float pWidth = parentBounds.size.x;//parent.sizeDelta.x * parent.localScale.x;
        float pHight = parentBounds.size.y;//parent.sizeDelta.y * parent.localScale.y;
        //重新计算锚点位置
        cMinX = (pWidth / 2 - (cWidth * rect.pivot.x - rect.anchoredPosition.x)) / pWidth;
        cMinY = (pHight / 2 - (cHight * rect.pivot.y - rect.anchoredPosition.y)) / pHight;
        cMaxX = (pWidth / 2 + (cWidth * (1 - rect.pivot.x) + rect.anchoredPosition.x)) / pWidth;
        cMaxY = (pHight / 2 + (cHight * (1 - rect.pivot.y) + rect.anchoredPosition.y)) / pHight;
        //重新设置UI的锚点位置
        rect.anchorMin = new Vector2(cMinX, cMinY);
        rect.anchorMax = new Vector2(cMaxX, cMaxY);
        //设置UI的相对距离
        rect.offsetMax = new Vector2(0, 0);
        rect.offsetMin = new Vector2(0, 0);

        Debug.Log("自适应锚点成功!");
    }

  上述绑定代码未完善。。。后续完善

posted @ 2017-10-21 11:55  lovewaits  阅读(2243)  评论(0编辑  收藏  举报