Unity開發之NGUI系列

Unity插件收集

在Unity開發過程當中會收集一些插件,收集這些插件的目的並非我喜歡在開發中使用插件,而是本着喜歡的態度去收集的,就像我喜歡收集模型同樣;php

還有一點就是經過了解插件能讓我知道Unity更多的功能與應用,假設說:我想作一個RPG的手機遊戲,可是不知道如何經過作出打鬥的那種真實感,在Assets Store已經有這樣的pack或kit,我就能夠從它的代碼結構,資源使用及Demo截圖、文字描述中大概得知一二,再通過分析,能爲個人前期規範,及項目規化作好工做。html

固然了收集這麼多插件,有些也是由於在Assets Store上宣傳特別地給力,因此想收藏過來看一看其強大之處……windows

相對收集插件及模型來講,我更偏向看Unity方面的書箱,讀書可以讓我更全面地瞭解unity方方面面,包括一些基礎的技能。ide

NGUI相關插件列表

其中與NGUI相關的一系列的插件就有以下:(注:還有一些未整理),版本也從剛開始使用的2.0到如今的3.0.1,經歷這麼多的版本變化,對我來講,我要使用的核心的功能仍是同樣「提升開發效率,減小Draw Call。」this

最經常使用的要數NGUI、NGUI&HUD Text、StarlinkUI,其它的僅當了解,尚未應用到具體的項目中spa

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如下是部分插件在Assets Store上的截圖插件

NGUI檢視面板加強

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UI的MVVM模式

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文字添加右鍵功能

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PS和Unity的工做流

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NGUI2.x的深度管理

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Retina適配

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高效的頭頂漂文 HUD

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NGUI

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UI模版

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在NGUI中使用Html標籤

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NGUI版本升級

在使用3.0的時候,在readme中的這段話讓我考慮了一下是否繼續提高當前的NGUI版本3d

NGUI3.0更新日誌

*** WARNING ***
PLEASE BACK UP YOUR PROJECT BEFORE UPDATING!
3.0.0 is a major changeset. You will need to open and re-save all of your scenes and prefabs after updating!
After updating, expect some things to no longer work the same way they used to. Widgets scale is no longer
used as its size, so any code that you had relying on this will need to change to use 'width' and 'height'.
You can also expect compile errors related to delegate usage. The following links may help you:

http://www.youtube.com/watch?v=uNSZsMnhS1o&list=UUQGZdUwzE8gmvgjomZSNFJg
http://www.tasharen.com/forum/index.php?topic=11.msg27296#msg27296

3.0.0:
- NEW: Changed the way widgets get batched, properly fixing all remaining Z/depth issues.
- NEW: Draw calls are now automatically split up as needed (no more sandwiching issues!)
- NEW: Re-designed the way widget width & height gets specified. The values are now explicit, and scale is no longer used.
- NEW: NGUI will now automatically replace UITextures with Sprites when they get added to an atlas.
- NEW: It's now possible to have clipped panels in 3D and not have them break when tilting the camera.
- NEW: It's now possible to nest widgets.
- NEW: It's now possible to have multiple widgets on the same object.
- NEW: It's now possible to change the selection handles color via the NGUI menu.
- NEW: UICheckbox is now a UIToggle, and you now specify a 'group' ID rather than a common root object.
- NEW: Added TweenWidth and TweenHeight to tween widgets width and height properties.
- NEW: You can now specify the label overflow method: shrink content, clamp content, resize height, or resize freely.
- NEW: When labels are in "resize label" overflow mode, the drag handles will be greyed out.
- NEW: Added a simple EventDelegate class and improved all generic components to use it.
- NEW: Added a Widget Container class that can be used to easily select and move groups of widgets (think: buttons, windows).
- NEW: Added the RealTime helper class that removed IgnoreTimeScale. Usage: RealTime.time, RealTime.deltaTime.
- NEW: Improved the inspector look of just about every component.
- NEW: UIPanel now shows a list of all of its draw calls and the widgets causing them.
- NEW: Added a way to auto-normalize the depth hierarchy from the NGUI menu.
- NEW: You can now hide explicit draw calls by collapsing the draw call fold-outs on the panel.
- NEW: Sprite selection window now shows sprite names as well.
- NEW: Atlas maker will now automatically sort the sprites, saving them in an alphabetical order.
- NEW: UICamera now has a better inspector, and it automatically hides properties if it's not the main one.
- FIX: CTRL+ and CTRL- now adjust all widgets under the selected object.
- FIX: Labels will now again align vertically properly.
- FIX: Atlas maker will now respect textures that were imported with a non-native size.
- FIX: Atlas maker will no longer change so many import settings on source textures.
- FIX: Make Pixel Perfect is now undoable.
- FIX: You can once again rename sprites in the atlas.
- DEL: Removed the long-ago deprecated UISlicedSprite, UITiledSprite, and UIFilledSprite classes and some other legacy code.

項目權衡,取捨

當我把原來的項目中的NGUIv2.6.4換成3.0以後有不少的Error,看着這些Error,權衡了一下與咱們如今的項目(中國風3D跑酷)的關係,決定選擇V2.7.0比較穩當。日誌

我也明白太過追求最新的版本並非最好的,考慮到咱們組的開發人員有限(目前U3D只有兩名),另外我要花時間去了解新版本特性及其修改的地方(Component細微的改變),可是項目組沒有預算到這部分時間,因此穩定版的纔是最適合咱們的。code

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