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04-24 00:01

NGUI를 이용해서 UI 제작을 하면서 UI 디자이너에게서 리소스와 배치 데이터를 받아서 작업을 하는 데,


유니티 특성상 UI는 트리노드 구조를 가져서 특정 UI의 좌표가 어떤지 알기가 힘들어서 쉽게 보기 위해 대충 만들어 봤다.


당장 그냥 쓰기 위해 위치나 색깔등 대충해서 만들기..


따로 넣기도 귀찮아서 그냥 NGUI 소스인 UIWidget.cs에 추가 했다.


P.s. UI디자이너가 포토샵을 보통 쓰기때문에 NGUI가 데카르트 좌표계를 쓰고 있지만 UI디자이너가 주는 정보와 매칭되게 하기 위해서 스크린좌표계로 변환해서 보여주도록 했음.



public class UIWidget : UIRect
{
    ....
    void OnDrawGizmos ()
    {
        .....
#if UNITY_EDITOR
        // 아래 추가한 함수를 여기서 실행.
            ShowSelectedUICoordinate();
#endif // UNITY_EDITOR
    }

#if UNITY_EDITOR  // 에디터에서만 실행하도록..
    /// 
    /// 선택된 UI의 좌표(X/Y/Width/Height) 보여주는 함수.
    /// 좌표계는 스크린좌표계 기준.
    /// 

void ShowSelectedUICoordinate() { // by blueasa if (UnityEditor.Selection.activeGameObject == gameObject) { // 타겟 해상도(1280x720) 자신이 원하는 해상도에 맞게 변경. float fScreenWidth = 1280f; float fScreenHeight = 720f; Camera cUICamera = UICamera.mainCamera; if (null == cUICamera) { UnityEngine.Debug.LogWarning("Can't find UICamera.."); return; } GUIStyle style = new GUIStyle(); style.normal.textColor = Color.yellow; // UI는 데카르트 좌표계이므로 스크린 좌표계로 변환해서 사용. // X/Y를 Widget 중심으로 사용하기로 해서 수정. 좌측상단 사용하려면 선택하면 될 듯.. #region X/Y Widget 중심(스크린 좌표계) //float fX = cUICamera.WorldToViewportPoint(worldCenter).x * fScreenWidth; //float fY = (1f - cUICamera.WorldToViewportPoint(worldCenter).y) * fScreenHeight; //// X/Y가 Widget의 중심이기때문에 크기가 1/2만 나오므로 원래크기를 만들기 위해 2를 곱함. //float fWidth = ((cUICamera.WorldToViewportPoint(worldCorners[3]).x * fScreenWidth) - fX) * 2f; //float fHeight = (((1f - cUICamera.WorldToViewportPoint(worldCorners[3]).y) * fScreenHeight) - fY) * 2f; #endregion #region X/Y Widget 중심(데카르트 좌표계) float fX = cUICamera.WorldToViewportPoint(worldCenter).x * fScreenWidth; float fY = cUICamera.WorldToViewportPoint(worldCenter).y * fScreenHeight; // X/Y가 Widget의 중심이기때문에 크기가 1/2만 나오므로 원래크기를 만들기 위해 2를 곱함. float fWidth = ((cUICamera.WorldToViewportPoint(worldCorners[2]).x * fScreenWidth) - fX) * 2f; float fHeight = ((cUICamera.WorldToViewportPoint(worldCorners[2]).y * fScreenHeight) - fY) * 2f; #endregion #region X/Y 좌측상단(스크린 좌표계) //float fX = cUICamera.WorldToViewportPoint(worldCorners[1]).x * fScreenWidth; //float fY = (1f - cUICamera.WorldToViewportPoint(worldCorners[1]).y) * fScreenHeight; //float fWidth = (cUICamera.WorldToViewportPoint(worldCorners[3]).x * fScreenWidth) - fX; //float fHeight = ((1f - cUICamera.WorldToViewportPoint(worldCorners[3]).y) * fScreenHeight) - fY; #endregion string strXYWH = string.Format("[X] {0:0.00}, [Y] {1:0.00} [W] {2:0.00}, [H] {3:0.00}", fX, fY, fWidth, fHeight); UnityEditor.Handles.Label(transform.position, strXYWH, style); // 참고.. //Debug.Log("worldCorners[0] " + camera.WorldToViewportPoint(worldCorners[0])); // 좌하(↙) //Debug.Log("worldCorners[1] " + camera.WorldToViewportPoint(worldCorners[1])); // 좌상(↖) //Debug.Log("worldCorners[2] " + camera.WorldToViewportPoint(worldCorners[2])); // 우상(↗) //Debug.Log("worldCorners[3] " + camera.WorldToViewportPoint(worldCorners[3])); // 우하(↘) } } #endif // UNITY_EDITOR }



출처 : Mine


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NGUI로 여러 해상도 대응 꽉 채우기

(참조 : http://hanamoni.tistory.com)



 1280x720 해상도 기준


[순서]

1) NGUI-UIRoot.cs 열기.


2) Inspector Window 에서 설정.

    Scaling Style - Constrained On Mobiles

    Content Width - 1280 Fit  (Check)

    Content Height - 720 Fit  (Check)


3) UIRoot-Update() 함수에서 아래를 교체

   [원본]

    mTrans.localScale = new Vector3(size, size, size);


   [변경]

    float fX = (NGUITools.screenSize.x / 1280f);

    float fTemp = (720f * fX);

    float fY = NGUITools.screenSize.y / fTemp;

    mTrans.localScale = new Vector3(size, size * fY, size);





[참조 링크의 내용]


NGUI 새로운 버젼.. 


해상도가 안맞아서 해상도에 맞게 늘릴려고 만든. 코드.


UIRoot 에서


기준을 1280 X 720 할때.


Inspector Window 에서 설정.

Scaling Style - Constrained On Mobiles

Content Width - 1280 Fit  Check 

Content Height - 720 Fit  Check



UIRoot 스크립트 에서  변경.



void Update ()  에서.


mTrans.localScale = new Vector3(size, size, size);  < -  이코드를 




float x_value = (screen.x / 1280f);

float temp_value = (720f * x_value);

float y_value = screen.y / temp_value;


mTrans.localScale = new Vector3(size , size * y_value, size );


요렇게 변경하면


기준 1280 x 720 으로 잡고 모든해상도에 맞게 잘 늘어나거나 줄어든다.

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"Infinite Scrolling" for Unity3D Using NGUI's UIScrollView (1st attempt)

For latest update please check this post instead 
I've been using NGUI for UI related work on my Unity project for the past few weeks and it is a breath of fresh air when compared to the stock UnityGUI (OnGUI()).

Part of my project relate to display a relatively large amount of data dynamically (well not very large but in thousands) and instantiating a prefab for each data element didn't seem like a good idea to me :-)

So instead I decided to add some logic to do a scroll view with fixed pool of items that I reuse and position according to the direction of the scroll and get it fed with the correct data. 

Although I am sure that there are existing solutions I decided to do my own.

The logic so far is built using UIGrid with fixed cell height for the moment (not well suited for UITable with different cell height) and the panel is using soft clip. the Scroll view is using momentum only (Spring physics breaks my current logic for some reason)

Initialization steps: 
  1. Pool size is calculated using the cell height against the panel height plus some buffer (currently I am using a buffer of 4 list items)
  2. List items' pool is instantiated with corresponding data from the data list
  3. A map is maintained to keep track of which data item are used in which list items
While Scrolling:
  1. Any item that turns a visible from an invisible state will notify the main controller
  2. We check the direction of the scroll based on which item is visible (e.g. if the next item is visible means that we are dragging upwards)
  3. based on the direction we reuse the items at the top or the bottom of the list accordingly (e.g. if direction is up the top item moves to the bottom and get populated with data from the corresponding data element)

 

 This is a first attempt and further posts will follow as the logic evolve.

==UPDATE==
I am in the process of making this component available as open source.
Meanwhile we've launched a free app on Android that uses it called Avatar Messenger
==UPDATE 2==
 The component is available as open source
https://github.com/OrangeLabsUK/InfiniteList_NGUI



[파일]

InfiniteList_NGUI-master.zip



출처 : http://www.geekyhamster.com/2013/12/infinite-scrolling-for-unity3d-using.html

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출처 : http://www.tasharen.com/forum/index.php?topic=406.0


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NGUI Emoticons

Unity3D/NGUI / 2015. 2. 12. 01:16
我也没记清NGUI是哪个版本开始增加了表情这个功能,不过好像是3.0以后的,现在我就来简单的说说如何使用NGUI中新增的这个输入表情的功能的用法。

我们要准备表情图片,去网上随便找些表情来,我这是在百度后经过ps后得到表情,大家也可以自己去网上找下表情的图片,然后自己PS下得到自己所要的。我的如下:

1.png 

我们在这里要注意一下,表情图片最好是20X20大小,因为在外部是修改不了大小的,这个估计是NGUI作者封装在内部了,要去修改内部代码才行的哦。还有一个是如果想输入表情,暂时不支持动态字体的哦。所以得自己用BMFont去制作Bitmap字体。我将我已经制作好的Bitmap字体放进来了,如图:



我们将我们千辛万苦弄来的表情来制作成一个图集吧,待会会用到,我这如下:

3.png 

现在我将BMFont制作好的字体放进NGUI里面,然后用来创建字体图集。大家会发现这里和原来有点不一样了,在Output栏里面多了个Atlas这一栏,这个其实就是表情图集了。我们将我们的表情图集拖放到这一栏就可以了,然后点击创建吧。如图:

4.png 

我们现在来给表情定义特殊字体集合吧,其实就是解析这些定义的文字,然后用表情来代替他们显示,我们选择我们刚才创建的字体,就会发现有这个了:

    6.png 
然后我们点击展开一下,就会把我们的表情和一个特殊文字对应吧。我把一些对应的表情设置的如下:

7.png 

6  好了,现在我们可以来输入我们的自定义的表情了,我输入<:kx (就是开心那个表情对应的特殊字码)  如图:

8.png    9.png 

不要怀疑啊,就是这样简单。  没了。




5.png (13.65 KB, 下载次数: 5)

5.png



转:http://www.narkii.com/club/thread-313296-1.html




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1、可以使用BBCode标记

[b]Bold[/b]                      粗体
[i]italic[/i]                         斜体
[u]underline[/u]               下划线
[s]strikethrough[/s]         删除线
[sub]sub[/sub]               下标
[sup]sup[/sup]               上标
[00ff00]设置颜色[-]           设置显示颜色

[url=http://www.cnblogs.com/mrzivchu/][u]博客[/u][/url] 链接

例如设置颜色:

UILabel的Text内容为:[99ff00]n[-]gui: tools

展示效果则为:

这里主要说一下设置连接:

单单的在UILabel的Text里面写入这个是不够的:[url=http://www.cnblogs.com/mrzivchu/][u]博客[/u][/url] 链接

点击是不会产生效果的,我们还要为此UILabel添加一个Collider和一个脚本

脚本如下:

 

 void OnClick()
    {
        UILabel lbl = GetComponent<UILabel>();
        string url = lbl.GetUrlAtPosition(UICamera.lastWorldPosition);
        Application.OpenURL(url);
    }

 

脚本中的OnClick方法要想被触发,就必须要添加一个Collider,这个道理我想大家都懂得!

但要注意一点,假如UILabel的Text内容为:请点击[url=http://www.cnblogs.com/mrzivchu/]我的博客[/url]进入,欢迎大家来批评指正!

我只想点击《我的博客》四个字才去打开连接,而不是点击上面的任何字都可以打开连接,假如上面的文字尺寸是700x40,而《我的博客》四个字的尺寸是200x40,这时我们就可以设置Collider的Center和Size属性来设置点击的区域大小以满足我们的需求,可是当我运行程序的时候Center和Size会自动变为700x40,原来UILabel的Widget有个选项Collider,这个auto-adjust to match表示Collider大Size大小自动匹配为UILabel的Size大小,我们只要把这个勾取消即可!

如果你不想使用BBCode,那么UILabel有个选项BBCode,不勾选的话,就表示不使用BBCode

2、使用图片

我们只要在UILabel的Text里面写了:zwh:) 那么就会出现了一个笑脸图片:

 

为什么会这么神奇呢,原因在于你选择的Font,此处我选择的Font是Arimo20

Arimo20有三个关联的文件:

类型依次为:tga,prefab,txt

这时,我们点击类型为prefab文件,在Inspector窗口的UIFont可以看到

其中可以看到我们熟悉的 :) 笑脸标记,我们这时点击笑脸对应的Emotion - Smile ,展现出来的就是那个笑脸图片,而这个笑脸图片是存在Wooden Atlas图集里面的,如果我们想用其他图片的话,我们可以向Wooden Atlas图集里面增加我们需要展现的图片,然后在下面填写一个约定好的标记,类似于 :) 这样的标记,选择我们想要展现的图片,Add即可,图片的尺寸最好是20x20,以保证和文字上下在一条水平线上!

UILabel的Text为:zwh(bird)zwh 

显示为:

因为我的图片是60x60的,所以和文字上下不一样齐了,这也是我为什么建议图片尺寸是20x20的原因了!

另外说一个问题,我也不知道是不是存在的bug

此处我们为UIFont选择的图集是Wooden Atlas,Sprite是Arimo 20,Arimo 20大概对应的是字符格式,如果此时我们点击Sprite,将会弹出Wooden Atlas里面包含的所有sprite精灵,当我们点击Arimo 14或者Arimo 18的话,那么应用此Arimo20的UILabel将会变形:

原本是这样的:,变成了这样:

 

为Sprite选择Arimo20已经还原不会来了,还是会变形!

解决方案:

就是点击UIFont下的Import Data,也就是导入和Arimo20关联的三个类型(tga,prefab,txt)的文件中的txt文件即可!从而使Arimo的字符集格式还原回来!

另外:

UILabel还有一个Symbols选项,他有三个值:None,Normal,Colored,选择None,那么以 :) 这样形式显示的图片将不会展示,选择Normal(默认)将正常展示,选择Colored,那么图片将会被UILabel下的Color Tint所选择的颜色遮盖!其实这个Color Tint是对文字进行着色的,选择Colored那么也就是意味着图片也和文字应用同样的颜色!

其他属性

overflow:

1.ShrinkContent,总是显示所有文字,根据当前的width和height进行缩放
2.ClampContent,一看到Clamp就想起Clamp函数,也就是不管文本多少个字,根据当前的width和height来显示,超出部分 
不显示
3.ResizeFreely,会对当前的文字长度和行数来调整,UILabel的width和height,基本上是只在一行显示,超出的部分不显示
4.ResizeHeight,保持宽度不变,必要时增加高度。


Spacing :

X:设置字与字之间到间隔,可以为负数,设置得当可以反序

Y: 设置行与行之间的间隔。


Gradient :

设置 渐变字

Max Lines:

用来控制最多要多少行。用0表示不限制。如果设置成n的话,那么超过n的行的文字将不会显示!

 

实现动态文字展现的效果:

先上效果图:

 

层次:

content显示的是文字

bg显示是背景图(uisprite)

title是标题

第一步:先给content添加UIlabel和typewriter effect脚本:此脚本选项的解释如下:

chars per second:每秒显示多少个字符

fade in time:淡入时间

delay on period:延迟期

delay on new line:开始新行延迟时间

scroll view:需要指定scroll view

keep full dimentions:保持全部尺寸

第二步:

设置content组件uilabel的overflow(溢出方式)为ResizeHeight

第三步:

typewriter effect脚本的keep full dementions不要勾选,其他的默认即可

第四步:

设置bg背景图的UISprite的Anchors的Type为Unified(统一),Execute为OnUpdate,Target为mylabel即可!

Anchors的功能是:

物体A相对于所指定物体B的位置设置情况。可以设置离指定物体的上,下,左,右的偏移值,从而实现对齐,主要用在动态的效果的情况下,例如上面的title的位置就是相对于content而设置的,随着content文字的动态增加,title的位置也在不断的上移,实现对齐,避免位置错乱!这大概就是设置Anchors的好处吧!

这里我的title的anchors里面,只要设置了top+50即可,保持与content的顶部的距离即可,其他的可以不用设置!

target为指定物体B,而bg就是A,Execute指在更新时还是可用时去执行,type表示统一的还是高级的


출처 : http://www.cnblogs.com/MrZivChu/p/UILabel.html

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Posted by blueasa
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For the game project that I'm currently working on, I needed to find an easy way to color individual characters in the text of an NGUI UILabel.

Fortunately, the solution is pretty simple. When the supportEncoding boolean field on a UILabel is set to true, the text supports color encoding in the[RRGGBB] format.

This means that we can have write text such as the following (the [-] is used to revert to a previous color):

[FF0000]Red[-] [00FF00]Green[-] [0000FF]Blue[-]



The reason I needed to do this was because we want the leading zeros in the Score UILabel to have a different colour than the actual score. And for that, I wrote this neat little method to format my current score to a string with a predefined number of leading zeros and then color those leading zeros independent from the main colour of the label text.

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private string FormatScore(int score, string leadingZerosRGBColor, int totalDigits)
{
    var scoreString = score.ToString(CultureInfo.InvariantCulture);
    var zeros = totalDigits - scoreString.Length;
    if (score == 0)
    {
        scoreString = String.Empty;
        zeros++;
    }

    return String.Format("[{0}]{1}[-]{2}", leadingZerosRGBColor, new string('0', zeros <= 0 ? 0 : zeros), scoreString);
}



[출처] http://blog.dreasgrech.com/2013/05/coloring-individual-characters-in-ngui.html

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Posted by blueasa
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NGUI UILabel Reference

Unity3D/NGUI / 2014. 12. 31. 14:40

Overview

UILabel is a Widget that can be used to display text.



All labels require a Font to work with. This font can be Dynamic (directly referencing a Unity Font), or it can be a Bitmap font -- a font embedded within an Atlas. Dynamic fonts are more robust as they don't require you to pre-generate your glyphs before hand, but Bitmap fonts can be drawn within the same draw call as the rest of your atlas, and can be decorated nicely in an image editing tool such as Photoshop.

You can change the alignment of the labels simply by switching the Pivot point. Top-left, Left and Bottom-left pivot point will result in a left-aligned text. Top, Center, or Bottom alignment will cause the text to be centered, and Top-right, Right or Bottom-right pivot will make your text right-aligned.

With the Dynamic font chosen you can set the Font Size as well as style directly on your label. You can also set the material that will be used to draw it, if you wish.

The big box is -- as you probably guessed -- where you enter text. It's a multi-line text box by default, unless limited by the Max Lines property below it.

Overflow handling lets you determine what happens when the label's text exceeds the allowed space.


  • Shrink Content means the content will be automatically shrunk to best fit the area. It works in conjunction with the Keep Crisp setting if you are using a Dynamic font, making the font size shrink down, not just scaling the content. This results in crisp labels regardless of whether they were shrunk or not.
  • Clamp Content simply means that if the text doesn't fit, it will be cut off.
  • Resize Freely option will make the label's dimensions controlled by the text entered in the field. You won't be able to resize the dimensions yourself.
  • The last option, Resize Height will add grow the height as necessary, but will keep the width constant.

The Spacing field lets you adjust the distance between characters. Both positive and negative values are allowed. This value is in pixels.

Max Lines, as mentioned earlier, lets you control how many lines you want there to be at maximum. You can leave it at zero if you want it to be unlimited.

You can turn off Encoding if you don't want color tags and emoticons to be processed. Input fields do this by default.

If you want, you can give your labels a Gradient by specifying the bottom and top colors.

You can give your text a shadow or an outline Effect, but note that doing so will double the geometry in case of shadow, and multiply it by a factor of 5 in case of outline -- so be mindful of this feature. The Distance parameter controls how far the shadow or outline is from the base text, in pixels.

To change the label's text at run-time, you can do the following:

Code: [Select]
UILabel lbl = GetComponent<UILabel>();
lbl.text = "Hello world!";


Pro-Tip #1

You can add bold, italic, underline, and other effects to your label by using bbcode syntax like so:

[b]bold[/b]
[i]italic[/i]
[u]underline[/u]
[s]strikethrough[/s]

You can also embed clickable links in your labels like so:

[url=Some Message or Link]Click Me[/url]

To retrieve what you clicked on, attach a box collider to your label (ALT+SHIFT+C) and a script that has a function like this in it:

Code: [Select]
void OnClick ()
{
    UILabel lbl = GetComponent<UILabel>();
    string url = lbl.GetUrlAtPosition(UICamera.lastWorldPosition);
    Debug.Log("Clicked on: " + url);
}


Pro-Tip #2

You can give your labels a beveled look by specifying a dark foreground color and a bright Shadow effect.



Pro-Tip #3

You can make the text ignore the label's color tint by using the [c]text here[/c]tag, and change the alpha by using [Aa] syntax, like "[7f]".

Class Documentation

http://tasharen.com/ngui/docs/class_u_i_label.html


출처 : http://www.tasharen.com/forum/index.php?topic=6706.0

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UIJoystick.cs


Reference : https://gist.github.com/shori0917/6094473



Link : http://blog.kanotype.net/?p=695



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링크 : http://progagmer.blog.me/199532845

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