奥东......NGUI Example1- Anchors
参考文章:
http://dsqiu.iteye.com/blog/1975972(有些古老了,但是内容还是有可取之处)
Anchor的版本更新历史:
发现NGUI3.6.4b 版本中的Example 1-Anchors中竟然没有发现在GameObject中有UIAchors脚本,所以参考DSQiu(上述链接)就没有办法吸收了,所以只有自己Look Look
UIAnchor Script 官网说,要废弃,所以我就看看历史版本中的变动,看看Anchor在历史中有什么变化
3.6.4: - FIX: Nested anchors set to update in OnEnable will now work as expected when the hierarchy gets re-enabled.
3.6.1:- NEW: EnvelopContent script will now execute itself every time it's enabled, and will update anchors.
3.5.6: - FIX: Anchors set to update only in OnEnable will now still update while in edit mode.
3.5.5: - NEW: Widget anchors now have an option to be executed only when enabled, rather than every update. 这里是个重点变动,很多继承了widget anchors的东东,都会有一个Option
3.2.3 (previously 3.0.7 f3) - NEW: Added an option for anchors to be offset by the panel's position.
3.2.2 (previously 3.0.7 f2)
- FIX: Non-clipped panels will no longer use their position when calculating dimensions for anchors.
- FIX: Panels can now use advanced anchors properly (partial anchoring).
分析官方案例:



Window是一个空GameObject,Window Border,Stripes是一个Sprite
Window Border作为Anchors的Target选项,就是作为了Text,和Stripes中的Target,这里其实一个Text(间距是30)的Panel就可以了,但是为了好看,加上了一个Stripes(间距是12),美观方面可以借鉴下(如上图两个红箭头所示)
本项目中的Depth集合:
Stretched Background Depth:-10
Window Border Depth: -5
Stripes Depth: -4
Text Depth: -1
UIRoot Depth: 0
Camera Depth: 1
Button(八个按钮) Depth: 2
按钮 中的Label Depth: 3
Pre Tip 1:
Anchors中Execute类型选项的时候一般要选中OnEnable类型,这样的话,相对于OnUpdate()效率会高一些
Pre Tip 2 :
Anchors中的Left,Right,Bottom,Top选项中,不是Left选项中对应的就是Target's Left,而是由多种选项,还可以自己定义(Customer选项)
创建场景的时候删除新建的场景的Main Camera摄像机,在图层中新建一个GUI层,接着,选择菜单上的NGUI->Create a new UI

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