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C# RectTransform.SetParent方法代码示例

本文整理汇总了C#中UnityEngine.RectTransform.SetParent方法的典型用法代码示例。如果您正苦于以下问题:C# RectTransform.SetParent方法的具体用法?C# RectTransform.SetParent怎么用?C# RectTransform.SetParent使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在UnityEngine.RectTransform的用法示例。


在下文中一共展示了RectTransform.SetParent方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: AddInlineGraphicsChild

        public void AddInlineGraphicsChild()
        {
            if (m_inlineGraphic != null)
            {
                //Debug.LogWarning("A child Inline Graphics object already exists.");
                return;
            }

            GameObject inlineGraphicObj = new GameObject("Inline Graphic");

            m_inlineGraphic = inlineGraphicObj.AddComponent<InlineGraphic>();

            m_inlineGraphicRectTransform = inlineGraphicObj.GetComponent<RectTransform>();
            m_inlineGraphicCanvasRenderer = inlineGraphicObj.GetComponent<CanvasRenderer>();

            m_inlineGraphicRectTransform.SetParent(transform, false);
            m_inlineGraphicRectTransform.localPosition = Vector3.zero;
            m_inlineGraphicRectTransform.anchoredPosition3D = Vector3.zero;
            m_inlineGraphicRectTransform.sizeDelta = Vector2.zero;
            m_inlineGraphicRectTransform.anchorMin = Vector2.zero;
            m_inlineGraphicRectTransform.anchorMax = Vector2.one;

            m_TextMeshPro = gameObject.GetComponent<TextMeshPro>();
            m_TextMeshProUI = gameObject.GetComponent<TextMeshProUGUI>();
        }
开发者ID:SamSeidenberg,项目名称:DGames,代码行数:25,代码来源:InlineGraphicManager.cs

示例2: Start

    // Use this for initialization
    void Start()
    {
        //general setup
        menu = GetComponentInParent<Menu>();
        options = new List<MenuViewOptionBasic>();
        GetComponentsInChildren<MenuViewOptionBasic>(options);
        toDraw = true;
        if(options == null) options = new List<MenuViewOptionBasic>();
        //Setup view
        viewObject = new GameObject("MenuViewBasic");
        viewObject.transform.SetParent(transform);
        canvas = viewObject.AddComponent<Canvas>();
        canvas.renderMode = RenderMode.ScreenSpaceCamera;
        canvas.worldCamera = drawCamera;
        canvas.planeDistance = 1f;
        viewObject.AddComponent<CanvasScaler>();
        viewObject.AddComponent<GraphicRaycaster>();
        //Setup textbox
        textbox = new GameObject("TextBox");
        textPosition = textbox.AddComponent<RectTransform>();
        textPosition.SetParent(viewObject.transform);
        textPosition.localPosition = new Vector3(position.x,position.y, 0);
        textbox.AddComponent<CanvasRenderer>();

        text = textbox.AddComponent<Text>();
        text.font = textFont;
        text.alignment = TextAnchor.MiddleCenter;
        text.color = new Color(color.r, color.g, color.b);
        if(options.Count > 0) text.text = options[menu.CurOption].optionText;
    }
开发者ID:Rarau,项目名称:racing_game,代码行数:31,代码来源:MenuViewBasic.cs

示例3: AddItem

        public void AddItem(RectTransform item)
        {
            item.SetParent(contentsNode, false);

            if (this.gameObject.activeInHierarchy)
            {
                StartCoroutine(SetPosition(item));
            }
        }
开发者ID:sinfonia2015,项目名称:iOS_AdditionCrash,代码行数:9,代码来源:AUIScrollViewContents.cs

示例4: addChild

 public void addChild(RectTransform rt ,RectTransform parent = null)
 {
     if(parent == null)
     {
         parent = UIRoot;
     }
     rt.SetParent(parent);
     rt.localPosition = Vector3.zero;
     rt.localScale = Vector3.one;
 }
开发者ID:muhoor,项目名称:MyDemo,代码行数:10,代码来源:UIManager.cs

示例5: OnBeginDrag

    public void OnBeginDrag(PointerEventData eventData)
    {
        GameObject go = new GameObject();
        placeholder = go.AddComponent<RectTransform>();
        placeholder.SetParent(parentToReturn);
        placeholder.transform.SetSiblingIndex(myTransform.GetSiblingIndex());
        placeholder.transform.localScale = new Vector3(10, 10, 0);

        myTransform.SetParent(parentDragging);
        tooltip.DestroyTooltip();
        tooltip.enabled = false;
    }
开发者ID:SuperJura,项目名称:RPGGame,代码行数:12,代码来源:AbilityDrag.cs

示例6: PlaceUI

	public void PlaceUI(RectTransform prefabZone, RectTransform prefabLetter)
	{
		Assert.Check (prefabZone, "Zone UI prefab is null");
		Assert.Check (prefabLetter, "Letter prefab is null");

		GameObject gCanvas = GameObject.Find ("CanvasZone");
		Assert.Check (gCanvas, "CanvasZone gameObject is not found");

		GameObject zoneG = GameObject.Instantiate (prefabZone.gameObject) as GameObject;
		Assert.Check (zoneG, "Couldn't instantiate zone UI");

		ZoneUI = zoneG.transform as RectTransform;
		Assert.Check (ZoneUI, "Zone has no RectTransform");

		RectTransform imgT = zoneG.transform.FindChild("Picto") as RectTransform;
		Assert.Check (imgT, "Zone has no Picto RectTransform");

		this.Picto = imgT.GetComponent<Image>();
		Assert.Check(this.Picto, "Picto has no image");

		this.Picto.sprite = this.Effect.Picto;

		Canvas canvas = gCanvas.GetComponent<Canvas> ();
		Assert.Check (canvas, "CanvasZone's 'Canvas' component is not found");

		ZoneUI.SetParent(canvas.transform, false);

		Vector2 local;
		Vector2 screen = RectTransformUtility.WorldToScreenPoint (Camera.main, this.transform.position);
		RectTransformUtility.ScreenPointToLocalPointInRectangle (canvas.transform as RectTransform, screen, Camera.main, out local);
		ZoneUI.anchoredPosition = local;

		for (int i = 0; i < Combinaison.Count; i++) 
		{
			GameObject letterG = GameObject.Instantiate (prefabLetter.gameObject) as GameObject;
			Assert.Check (zoneG, "Couldn't instantiate letter");

			RectTransform letter = letterG.transform as RectTransform;
			Assert.Check (ZoneUI, "Letter has no RectTransform");

			letter.SetParent (ZoneUI, false);
			Letters.Add (letter);

			RectTransform txtT = letter.FindChild ("Text") as RectTransform;
			Assert.Check (txtT, "Letter Text child not found or has no RectTransform");

			Text txt = txtT.GetComponent<Text> ();
			Assert.Check (txtT, "Letter Text child's 'Text' component not found");

			txt.text = Combinaison [i].ToString();
		}
	}
开发者ID:sylafrs,项目名称:GGJ2016,代码行数:52,代码来源:Zone.cs

示例7: Start

    void Start()
    {
        healthBarCanvas = GameObject.Find("Health Bar Canvas").transform;
        hpSource = this.GetComponent<IHealth>();

        _healthBarInstance = GameObject.Instantiate(healthBarPrefab);
        _healthBarInstance.SetParent(healthBarCanvas, false);
        healthBarSlider = _healthBarInstance.GetComponentInChildren<Slider>();

        healthBarPos = this.transform.position;
        healthBarPos.y += healthBarHeight;
        _healthBarInstance.anchoredPosition = Camera.main.WorldToScreenPoint(healthBarPos);
    }
开发者ID:sylistine,项目名称:Clone,代码行数:13,代码来源:HealthBar.cs

示例8: Init

 // Use this for initialization
 void Init()
 {
     //		Debug.Log("apply");
     us=gameObject.GetComponent<RectTransform>();
     //from=us.parent as RectTransform;
     us.SetParent(us.RootCanvasTransform());
     us.SetInternalAnchors (new Vector4 (0, 0, 1, 1));
     //start=us.rect;
     //reference=from.rect;
     Rect rr = to.RootCanvasRect ();
     //	Debug.Log(rr);
     tovec = (us.parent as RectTransform).getAnchorsFromCanvasRect (rr);
     //	Debug.Log(tovec);
     stvec = new Vector4 (us.anchorMin.x,us.anchorMin.y,us.anchorMax.x,us.anchorMax.y);
 }
开发者ID:Satsuoni,项目名称:CardGameTest,代码行数:16,代码来源:RectTransfer.cs

示例9: RichEditLine

    public RichEditLine(Transform parent, float width)
    {
        gameObject = new GameObject("RichEditLine");
        transform = gameObject.AddComponent<RectTransform>();
        transform.SetParent(parent, false);
        transform.SetAsLastSibling();

        layoutElement = gameObject.AddComponent<LayoutElement>();
        layoutElement.preferredWidth = width;
        layoutElement.preferredHeight = 0;

        layoutGroup = gameObject.AddComponent<HorizontalLayoutGroup>();
        layoutGroup.childForceExpandWidth = false;
        layoutGroup.childForceExpandHeight = false;
        layoutGroup.childAlignment = TextAnchor.LowerLeft;
    }
开发者ID:ideadreamDefy,项目名称:Defy,代码行数:16,代码来源:RichEditLine.cs

示例10: RichEditBlock

    public RichEditBlock(Transform parent, float width, float lineSpacing)
    {
        gameObject = new GameObject("RichEditBlock");
        transform = gameObject.AddComponent<RectTransform>();
        transform.SetParent(parent, false);
        transform.SetAsLastSibling();

        layoutElement = gameObject.AddComponent<LayoutElement>();
        layoutElement.preferredWidth = width;
        layoutElement.preferredHeight = 0;

        layoutGroup = gameObject.AddComponent<VerticalLayoutGroup>();
        layoutGroup.childForceExpandWidth = false;
        layoutGroup.childForceExpandHeight = false;
        layoutGroup.childAlignment = TextAnchor.LowerLeft;
        layoutGroup.spacing = lineSpacing;

        currentLine = AddNewLine();
    }
开发者ID:ideadreamDefy,项目名称:Defy,代码行数:19,代码来源:RichEditBlock.cs

示例11: Awake

        void Awake()
        {
            m_TextMeshPro = gameObject.GetComponent<TextMeshProUGUI>();


            m_Canvas = gameObject.GetComponentInParent<Canvas>();

            // Get a reference to the camera if Canvas Render Mode is not ScreenSpace Overlay.
            if (m_Canvas.renderMode == RenderMode.ScreenSpaceOverlay)
                m_Camera = null;
            else
                m_Camera = m_Canvas.worldCamera;

            // Create pop-up text object which is used to show the link information.
            m_TextPopup_RectTransform = Instantiate(TextPopup_Prefab_01) as RectTransform;
            m_TextPopup_RectTransform.SetParent(m_Canvas.transform, false);
            m_TextPopup_TMPComponent = m_TextPopup_RectTransform.GetComponentInChildren<TextMeshProUGUI>();
            m_TextPopup_RectTransform.gameObject.SetActive(false);
        }
开发者ID:Reticulatas,项目名称:Embargo,代码行数:19,代码来源:TMP_TextSelector.cs

示例12: Init

		public virtual void Init()
		{
			// set attributes of scrollrect
			scrollRect = GetComponent<ScrollRect> ();
			scrollRect.onValueChanged.AddListener (OnValueChanged);

			// set the scroll direction
			switch (layout) 
			{
			case Layout.Horizontal:
				scrollRect.horizontal = true;
				scrollRect.vertical = false;
				break;
			case Layout.Vertical:
				scrollRect.horizontal = false;
				scrollRect.vertical = true;
				break;
			}

			// add a scrollrect content
			GameObject go = new GameObject ();
			go.name = "content";
			content = go.AddComponent (typeof(RectTransform)) as RectTransform;
			content.SetParent (transform);
			content.pivot = new Vector2 (0, 1);
			content.anchorMin = content.anchorMax = content.pivot;
			content.anchoredPosition = Vector2.zero;
			content.localScale = Vector3.one;
			scrollRect.content = content;

			// record some sizes
			RectTransform scrollRectTransform = scrollRect.transform as RectTransform;
			scrollRectSize = scrollRectTransform.rect.size;

			// add mask
			if (needMask) 
			{
				Image image = gameObject.AddComponent(typeof(Image)) as Image;
				image.color = new Color32(0, 0, 0, 5);
				gameObject.AddComponent(typeof(Mask));
			}
		}
开发者ID:tnqiang,项目名称:Unity_ListView,代码行数:42,代码来源:IUListView.cs

示例13: AddOption

    /// <summary>
    /// Add an option to the dialogue box
    /// </summary>
    /// <param name="option_text">Text to display for the option</param>
    /// <param name="option_action">Function to run when this option is selected</param>
    public void AddOption(string option_text, UnityAction option_action)
    {
        if (options.Count % 3 == 0)
        {
            current_option_panel = Instantiate(OptionPanelPrefab).GetComponent<RectTransform>();
            current_option_panel.SetParent(transform, false);
            current_option_panel.gameObject.SetActive(true);
            panels.Add(current_option_panel);
        }

        Button new_button = Instantiate(OptionButtonPrefab).GetComponent<Button>();
        new_button.transform.SetParent(current_option_panel.transform, false);

        new_button.GetComponentInChildren<Text>().text = option_text;
        new_button.onClick.AddListener(option_action);

        new_button.gameObject.SetActive(true);

        options.Add(new_button);
    }
开发者ID:Syldarion,项目名称:DJD-JP,代码行数:25,代码来源:DialogueBox.cs

示例14: ApplyTo

    public virtual void ApplyTo(GameObject ApplyingTo, Image UIicon, RectTransform UIdurationPanel, Transform parent)
    {
        affecting = ApplyingTo;

        UIIcon = UIicon;

        UIDurationPanel = UIdurationPanel;

        BuffIndex = affecting.GetComponent<IBuffable>().GetNumberOfBuffs();
        affecting.GetComponent<IBuffable>().AddNumberOfBuffs(1);

        UIIcon.transform.SetParent(parent, false);
        UIIcon.rectTransform.anchorMin = new Vector2(0.04f * BuffIndex, 0);
        UIIcon.rectTransform.anchorMax = new Vector2(0.04f * (BuffIndex + 1), 1);

        UIDurationPanel.SetParent(UIIcon.rectTransform, false);
        UIDurationPanel.anchorMin = new Vector2(0, 0);
        UIDurationPanel.anchorMax = new Vector2(1, 1);

        UIIcon.sprite = Icon;
    }
开发者ID:Xyag,项目名称:TrueRavage,代码行数:21,代码来源:Buff.cs

示例15: Awake

        void Awake()
        {
            if (!enabled)
                return;

            Application.targetFrameRate = -1;

            GameObject frameCounter = new GameObject("Frame Counter");
            m_frameCounter_transform = frameCounter.AddComponent<RectTransform>();

            m_frameCounter_transform.SetParent(this.transform, false);

            m_TextMeshPro = frameCounter.AddComponent<TextMeshProUGUI>();
            m_TextMeshPro.font = Resources.Load("Fonts & Materials/ARIAL SDF", typeof(TMP_FontAsset)) as TMP_FontAsset;
            m_TextMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/ARIAL SDF Overlay", typeof(Material)) as Material;

            m_TextMeshPro.enableWordWrapping = false;
            m_TextMeshPro.fontSize = 36;

            m_TextMeshPro.isOverlay = true;

            Set_FrameCounter_Position(AnchorPosition);
            last_AnchorPosition = AnchorPosition;
        }
开发者ID:Reticulatas,项目名称:Embargo,代码行数:24,代码来源:TMP_UiFrameRateCounter.cs


注:本文中的UnityEngine.RectTransform.SetParent方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。