佈局如圖:Message爲整個父物體,而且添加UiMessage代碼。panel爲遮罩。佈局
MessageBox爲整個提示框,Panel爲標題,ok爲肯定按鈕,cancel爲取消按鈕,retry爲重試按鈕,Text爲提示框的文字。ui
注意大小寫,後面代碼會根據名稱進行獲取對應組建。spa
效果以下:code
要說明的都在代碼中註釋了。仿照Windows的提示框功能,若是功能不足可自行添加。例如關閉按鈕、顯示圖標等。orm
using System; public enum DialogResult { Ok, OKCancel, RetryCancel, YesNo, YesNoCancel } public static class MessageBox { /// <summary> /// true表示模態框 /// </summary> public static bool type; //三個委託,分別爲三個按鈕的點擊運行事件 public static Action clickOk; public static Action clickRetry; public static Action clickCancel; public static DialogResult dialogResult; //標題 public static string headText; //文本 public static string text; //狀態。用於顯示或隱藏彈出框 public static bool state; /// <summary> ///重試按鈕點擊事件 /// </summary> public static void onClickRetry() { state = false; clickRetry?.Invoke(); clickRetry = null; } /// <summary> /// 取消按鈕點擊事件 /// </summary> public static void onClickCancel() { state = false; clickCancel?.Invoke(); clickCancel = null; } /// <summary> /// 肯定按鈕點擊事件 /// </summary> public static void onClickOk() { state = false; clickOk?.Invoke(); clickOk = null; } /// <summary> /// 顯示 /// </summary> /// <param name="_text">內容</param> /// <param name="_head">標題</param> /// <param name="dialog">樣式</param> /// <param name="type">模式</param> public static void Show(string _text,string _head,DialogResult _dialog, bool _type = true) { text = _text; headText = _head; dialogResult = _dialog; type = _type; state = true; } public static void Show(string _text,string _head,bool _type = true) { text = _text; headText = _head; dialogResult = DialogResult.Ok; type = _type; state = true; } public static void Show(string _text, bool _type = true) { text = _text; headText = "信息"; dialogResult = DialogResult.Ok; type = _type; state = true; } }
添加到Message物體上。用於控制彈出框的顯示等功能。blog
using UnityEngine; using UnityEngine.UI; public class UiMessage : MonoBehaviour { public Button ok; public Button cancel; public Button retry; /// <summary> /// 遮罩 /// </summary> public GameObject panel; public Text headText; public Text text; /// <summary> /// 彈出框 /// </summary> private GameObject messageBox; private void Awake() { messageBox = gameObject.transform.GetChild(1).gameObject; ok = messageBox.transform.Find("ok").GetComponent<Button>(); cancel = messageBox.transform.Find("cancel").GetComponent<Button>(); retry = messageBox.transform.Find("retry").GetComponent<Button>(); panel = gameObject.transform.Find("panel").gameObject; text = messageBox.transform.Find("Text").GetComponent<Text>(); headText = messageBox.transform.GetChild(0).Find("head").GetComponent<Text>(); //將提示框居中顯示 messageBox.transform.position = new Vector3(Screen.width / 2 - messageBox.GetComponent<RectTransform>().rect.width / 2, Screen.height / 2 + messageBox.GetComponent<RectTransform>().rect.height / 2, 0); init(); } private void OnEnable() { init(); } private void init() { ok.onClick.AddListener(MessageBox.onClickOk); cancel.onClick.AddListener(MessageBox.onClickCancel); retry.onClick.AddListener(MessageBox.onClickRetry); text.text = MessageBox.text; headText.text = MessageBox.headText; //根據傳遞的參數,進行樣式的顯示 switch (MessageBox.dialogResult) { case DialogResult.Ok: ok.gameObject.SetActive(true); cancel.gameObject.SetActive(false); retry.gameObject.SetActive(false); break; case DialogResult.OKCancel: ok.gameObject.SetActive(true); cancel.gameObject.SetActive(true); retry.gameObject.SetActive(false); break; case DialogResult.RetryCancel: ok.gameObject.SetActive(true); cancel.gameObject.SetActive(true); retry.gameObject.SetActive(true); break; case DialogResult.YesNo: ok.transform.GetChild(0).GetComponent<Text>().text = "是"; cancel.transform.GetChild(0).GetComponent<Text>().text = "否"; ok.gameObject.SetActive(true); cancel.gameObject.SetActive(true); retry.gameObject.SetActive(false); break; case DialogResult.YesNoCancel: ok.transform.GetChild(0).GetComponent<Text>().text = "是"; cancel.transform.GetChild(0).GetComponent<Text>().text = "否"; ok.gameObject.SetActive(true); cancel.gameObject.SetActive(true); retry.gameObject.SetActive(true); break; } } private void Update() { panel.SetActive(MessageBox.type); gameObject.SetActive(MessageBox.state); } }
此處調用能夠自行設置一個按鈕,在其點擊事件中註冊調用便可。事件
筆者使用項目中的方式進行演示。具體不作說明。調用方式已給出。string
特別注意:因爲UiMessage調用了MessageBox的方法,因此必須先初始化MessageBox的數據。使用什麼就初始化什麼。筆者使用了ok、cancel按鈕(默認不初始化模式,即爲模態框,不初始化DialogResult即爲只顯示ok按鈕),因此註冊了相應的點擊事件(委託)。最後顯示彈出框(整個包含遮罩和彈出框)。it
將DragManage添加到MessageBox物體上面。(若是你想讓ui物體可拖拽,對其添加DragManage便可實現)io
筆者就不作演示了
using UnityEngine; using UnityEngine.EventSystems; /// <summary> /// 只是用來處理拖拽 /// </summary> public class DragManage : MonoBehaviour, IDragHandler, IBeginDragHandler, IEndDragHandler { private Vector3 offect; public void OnBeginDrag(PointerEventData eventData) { offect = Input.mousePosition - transform.position; } public void OnDrag(PointerEventData eventData) { transform.position = Input.mousePosition - offect; } public void OnEndDrag(PointerEventData eventData) { transform.position = Input.mousePosition - offect; } }