增加怪物功能,调整灵灯参数

This commit is contained in:
2026-07-03 16:06:18 +08:00
parent e75868832f
commit 6e414a3022
46 changed files with 5907 additions and 300 deletions
+114 -66
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@@ -2,11 +2,123 @@ using UnityEngine;
using UnityEditor;
/// <summary>
/// Elements底对齐工具 - 将Elements下所有物体底对齐到Y=0平面
/// Elements底对齐工具 - 将选中的物体底对齐到同一Y坐标
/// </summary>
public class ElementsAligner : Editor
{
[MenuItem("Tools/Elements/底对齐到地面 (Y=0)")]
[MenuItem("Tools/Elements/选中物体底对齐")]
public static void AlignSelectedToBottom()
{
var selected = Selection.gameObjects;
if (selected == null || selected.Length < 2)
{
EditorUtility.DisplayDialog("提示", "请至少选中2个物体进行底对齐", "确定");
return;
}
// 找到所有选中物体中最低的底部Y坐标
float lowestBottom = float.MaxValue;
var boundsData = new (Transform transform, Bounds bounds)[selected.Length];
int validCount = 0;
for (int i = 0; i < selected.Length; i++)
{
Transform t = selected[i].transform;
Bounds bounds = GetObjectBounds(t);
if (bounds.size == Vector3.zero)
{
Debug.LogWarning($"跳过 {t.name} - 无法计算包围盒");
continue;
}
boundsData[validCount] = (t, bounds);
validCount++;
if (bounds.min.y < lowestBottom)
lowestBottom = bounds.min.y;
}
if (validCount < 2)
{
EditorUtility.DisplayDialog("提示", "有效物体不足2个,无法对齐", "确定");
return;
}
// 将所有物体的底部对齐到最低点
Undo.SetCurrentGroupName("选中物体底对齐");
int count = 0;
for (int i = 0; i < validCount; i++)
{
var (t, bounds) = boundsData[i];
Undo.RecordObject(t, $"Align {t.name}");
float bottomY = bounds.min.y;
Vector3 newPosition = t.position;
newPosition.y = t.position.y - bottomY + lowestBottom;
t.position = newPosition;
count++;
Debug.Log($"✓ 对齐 {t.name}: 底部Y {bottomY:F3} → {lowestBottom:F3}");
}
if (count > 0)
{
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(
UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene()
);
Debug.Log($"完成!底对齐了 {count} 个物体到 Y={lowestBottom:F3}");
}
}
[MenuItem("Tools/Elements/选中物体底对齐到Y=0")]
public static void AlignSelectedToGround()
{
var selected = Selection.gameObjects;
if (selected == null || selected.Length == 0)
{
EditorUtility.DisplayDialog("提示", "请选中至少1个物体", "确定");
return;
}
int count = 0;
Undo.SetCurrentGroupName("选中物体底对齐到Y=0");
for (int i = 0; i < selected.Length; i++)
{
Transform t = selected[i].transform;
Undo.RecordObject(t, $"Align {t.name}");
Bounds bounds = GetObjectBounds(t);
if (bounds.size == Vector3.zero)
{
Debug.LogWarning($"跳过 {t.name} - 无法计算包围盒");
continue;
}
float bottomY = bounds.min.y;
Vector3 newPosition = t.position;
newPosition.y = t.position.y - bottomY;
t.position = newPosition;
count++;
Debug.Log($"✓ 对齐 {t.name}: 底部Y {bottomY:F3} → 0");
}
if (count > 0)
{
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(
UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene()
);
Debug.Log($"完成!底对齐了 {count} 个物体到 Y=0");
}
}
[MenuItem("Tools/Elements/底对齐到地面 (Y=0) (Elements全部)")]
public static void AlignElementsToGround()
{
GameObject elements = GameObject.Find("Elements");
@@ -23,11 +135,8 @@ public class ElementsAligner : Editor
for (int i = 0; i < elements.transform.childCount; i++)
{
Transform child = elements.transform.GetChild(i);
// 记录到Undo栈
Undo.RecordObject(child, $"Align {child.name}");
// 获取物体的包围盒
Bounds bounds = GetObjectBounds(child);
if (bounds.size == Vector3.zero)
@@ -36,11 +145,9 @@ public class ElementsAligner : Editor
continue;
}
// 计算需要移动的距离:让物体底部对齐到Y=0
float bottomY = bounds.min.y;
Vector3 newPosition = child.position;
newPosition.y = child.position.y - bottomY;
child.position = newPosition;
count++;
@@ -52,69 +159,10 @@ public class ElementsAligner : Editor
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(
UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene()
);
EditorUtility.DisplayDialog("完成", $"已对齐 {count} 个物体到地面 (Y=0)", "确定");
Debug.Log($"完成!对齐了 {count} 个物体");
}
}
[MenuItem("Tools/Elements/底对齐到指定高度")]
public static void AlignElementsToCustomHeight()
{
string input = EditorInputDialog.Show("对齐到指定高度", "请输入目标Y坐标:", "0");
if (input == null) return; // 用户取消
if (!float.TryParse(input, out float targetY))
{
EditorUtility.DisplayDialog("错误", "请输入有效的数字", "确定");
return;
}
GameObject elements = GameObject.Find("Elements");
if (elements == null)
{
EditorUtility.DisplayDialog("错误", "找不到场景中的 'Elements' 物体", "确定");
return;
}
int count = 0;
Undo.SetCurrentGroupName("Align Elements to Custom Height");
for (int i = 0; i < elements.transform.childCount; i++)
{
Transform child = elements.transform.GetChild(i);
Undo.RecordObject(child, $"Align {child.name}");
Bounds bounds = GetObjectBounds(child);
if (bounds.size == Vector3.zero)
{
Debug.LogWarning($"跳过 {child.name} - 无法计算包围盒");
continue;
}
float bottomY = bounds.min.y;
Vector3 newPosition = child.position;
newPosition.y = child.position.y - bottomY + targetY;
child.position = newPosition;
count++;
Debug.Log($"✓ 对齐 {child.name}: 底部Y从 {bottomY:F3} 到 {targetY:F3}");
}
if (count > 0)
{
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(
UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene()
);
EditorUtility.DisplayDialog("完成", $"已对齐 {count} 个物体到 Y={targetY}", "确定");
}
}
/// <summary>
/// 获取物体的世界空间包围盒(包括所有子物体和渲染器)
/// </summary>
+73
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@@ -0,0 +1,73 @@
using UnityEngine;
using UnityEditor;
using IndianOceanAssets.Engine2_5D;
/// <summary>
/// 编辑器工具:在场景中批量创建敌人实例。
/// 每个敌人使用对应的新预制体(enemy_01~05),保留各自的外观和参数。
/// 菜单路径:Assets > 创建5个敌人 (enemy_01~05)
/// </summary>
public static class EnemyBatchCreator
{
[MenuItem("Assets/创建5个敌人 (enemy_01~05)")]
public static void Create()
{
// 5个新预制体路径(对应各自的外观)
string[] prefabPaths = {
"Assets/enemy/Prefabs/enemy_01.prefab",
"Assets/enemy/Prefabs/enemy_02.prefab",
"Assets/enemy/Prefabs/enemy_03.prefab",
"Assets/enemy/Prefabs/enemy_04.prefab",
"Assets/enemy/Prefabs/enemy_05.prefab",
};
string[] names = { "enemy_01", "enemy_02", "enemy_03", "enemy_04", "enemy_05" };
// 查找当前场景中的玩家位置,围绕玩家分布敌人
var player = GameObject.FindWithTag("Player");
Vector3 center = player != null ? player.transform.position : Vector3.zero;
// 5个敌人的偏移位置(围绕玩家分布)
Vector3[] offsets = new Vector3[]
{
new Vector3(5f, 0f, 3f),
new Vector3(-5f, 0f, 3f),
new Vector3(5f, 0f, -3f),
new Vector3(-5f, 0f, -3f),
new Vector3(0f, 0f, 6f),
};
Undo.SetCurrentGroupName("创建5个敌人");
int created = 0;
for (int i = 0; i < 5; i++)
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPaths[i]);
if (prefab == null)
{
Debug.LogWarning($"[EnemyBatchCreator] 找不到预制体: {prefabPaths[i]},跳过");
continue;
}
// 实例化对应的 Prefab 到场景中
GameObject enemy = (GameObject)PrefabUtility.InstantiatePrefab(prefab);
enemy.name = names[i];
enemy.transform.position = center + offsets[i];
// 注册 Undo
Undo.RegisterCreatedObjectUndo(enemy, $"创建 {names[i]}");
created++;
}
// 选中刚创建的敌人
var all = new GameObject[created];
int idx = 0;
for (int i = 0; i < 5; i++)
{
var go = GameObject.Find(names[i]);
if (go != null) all[idx++] = go;
}
Selection.objects = all;
Debug.Log($"[EnemyBatchCreator] 已创建 {created} 个敌人: enemy_01 ~ enemy_05,使用各自对应的新预制体");
}
}
@@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -0,0 +1,93 @@
using UnityEngine;
using UnityEditor;
using IndianOceanAssets.Engine2_5D;
/// <summary>
/// 编辑器工具:基于原始 Enemy Prefab 批量创建 5 个不同外观的敌人预制体。
/// 每个预制体使用不同的 Sprite,保留所有原有组件和参数。
/// 菜单路径:Assets > 创建5个敌人预制体
/// </summary>
public static class EnemyPrefabBatchCreator
{
[MenuItem("Assets/创建5个敌人预制体")]
public static void Create()
{
// 加载原始敌人 Prefab
string originalPath = "Assets/2.5D Engine/Enemy.prefab";
var originalPrefab = AssetDatabase.LoadAssetAtPath<GameObject>(originalPath);
if (originalPrefab == null)
{
EditorUtility.DisplayDialog("错误", "找不到原始敌人 Prefab: " + originalPath, "确定");
return;
}
// 确保输出目录存在
string outputDir = "Assets/enemy/Prefabs";
if (!AssetDatabase.IsValidFolder(outputDir))
{
string parent = "Assets/enemy";
AssetDatabase.CreateFolder(parent, "Prefabs");
}
// 5个敌人的 Sprite 路径和名称
string[] spritePaths = {
"Assets/enemy/sprites/enemy1.png",
"Assets/enemy/sprites/enemy2.png",
"Assets/enemy/sprites/enemy3.png",
"Assets/enemy/sprites/enemy4.png",
"Assets/enemy/sprites/enemy5.png",
};
string[] prefabNames = { "enemy_01", "enemy_02", "enemy_03", "enemy_04", "enemy_05" };
int created = 0;
for (int i = 0; i < 5; i++)
{
// 加载 Sprite
Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(spritePaths[i]);
if (sprite == null)
{
Debug.LogWarning($"[EnemyPrefabCreator] 找不到 Sprite: {spritePaths[i]},跳过");
continue;
}
// 实例化原始 Prefab
GameObject instance = Object.Instantiate(originalPrefab);
instance.name = prefabNames[i];
// 替换主 Sprite(查找根物体或 GFX 子物体的 SpriteRenderer
SpriteRenderer mainSR = instance.GetComponentInChildren<SpriteRenderer>();
if (mainSR != null)
{
mainSR.sprite = sprite;
}
else
{
// 如果没有 SpriteRenderer,添加一个
mainSR = instance.AddComponent<SpriteRenderer>();
mainSR.sprite = sprite;
mainSR.sortingOrder = 1;
}
// 保存为新 Prefab
string prefabPath = $"{outputDir}/{prefabNames[i]}.prefab";
PrefabUtility.SaveAsPrefabAsset(instance, prefabPath);
Object.DestroyImmediate(instance);
created++;
Debug.Log($"[EnemyPrefabCreator] 创建: {prefabPath} (Sprite: {sprite.name})");
}
AssetDatabase.Refresh();
// 高亮输出目录
var folder = AssetDatabase.LoadAssetAtPath<Object>(outputDir);
if (folder != null)
{
Selection.activeObject = folder;
EditorGUIUtility.PingObject(folder);
}
Debug.Log($"[EnemyPrefabCreator] 完成!共创建 {created} 个敌人预制体于 {outputDir}");
}
}
@@ -0,0 +1,11 @@
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MonoImporter:
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defaultReferences: []
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+268
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@@ -0,0 +1,268 @@
using UnityEngine;
using UnityEditor;
using UnityEngine.UI;
using GameFramework;
/// <summary>
/// 一键搭建游戏 UIHUD Canvas + 游戏结果 Canvas + 主菜单标题。
/// 菜单路径:Tools > 搭建游戏UI
/// </summary>
public static class UIBuilder
{
[MenuItem("Tools/搭建游戏UI (HUD + ResultScreen + MainMenu标题)")]
public static void BuildAll()
{
BuildHUD();
BuildResultScreen();
Debug.Log("[UIBuilder] 全部 UI 搭建完成!请在 Inspector 中检查引用是否正确。");
}
/// <summary>
/// 在 Gameplay 场景中搭建 HUD Canvas。
/// </summary>
[MenuItem("Tools/搭建 HUD Canvas")]
public static void BuildHUD()
{
// 创建 HUD Canvas
var hudCanvasObj = new GameObject("HUD_Canvas");
var canvas = hudCanvasObj.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 10001;
hudCanvasObj.AddComponent<CanvasScaler>().uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
hudCanvasObj.GetComponent<CanvasScaler>().referenceResolution = new Vector2(1920, 1080);
hudCanvasObj.AddComponent<GraphicRaycaster>();
// 添加 GameHUD 脚本
var hud = hudCanvasObj.AddComponent<GameHUD>();
// ===== 左上角:血量区域 =====
var healthArea = CreateChild(hudCanvasObj, "HealthArea", new Vector2(20, -20));
var healthLayout = healthArea.AddComponent<VerticalLayoutGroup>();
healthLayout.spacing = 5;
healthLayout.childForceExpandWidth = false;
healthLayout.childForceExpandHeight = false;
healthArea.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
// 血量 Slider
var sliderObj = new GameObject("HealthSlider");
sliderObj.transform.SetParent(healthArea.transform, false);
var slider = sliderObj.AddComponent<Slider>();
slider.minValue = 0;
slider.maxValue = 1;
slider.value = 1;
slider.interactable = false;
var sliderRect = sliderObj.GetComponent<RectTransform>();
sliderRect.sizeDelta = new Vector2(200, 20);
// Slider 背景
var sliderBg = new GameObject("Background");
sliderBg.transform.SetParent(sliderObj.transform, false);
var bgImage = sliderBg.AddComponent<Image>();
bgImage.color = new Color(0.2f, 0.2f, 0.2f, 0.8f);
var bgRect = sliderBg.GetComponent<RectTransform>();
bgRect.anchorMin = Vector2.zero;
bgRect.anchorMax = Vector2.one;
bgRect.sizeDelta = Vector2.zero;
// Slider 填充区域
var fillArea = new GameObject("Fill Area");
fillArea.transform.SetParent(sliderObj.transform, false);
var fillAreaRect = fillArea.AddComponent<RectTransform>();
fillAreaRect.anchorMin = new Vector2(0, 0);
fillAreaRect.anchorMax = new Vector2(1, 1);
fillAreaRect.sizeDelta = Vector2.zero;
var fill = new GameObject("Fill");
fill.transform.SetParent(fillArea.transform, false);
var fillImage = fill.AddComponent<Image>();
fillImage.color = new Color(0.8f, 0.1f, 0.1f, 0.9f);
var fillRect = fill.GetComponent<RectTransform>();
fillRect.anchorMin = Vector2.zero;
fillRect.anchorMax = Vector2.one;
fillRect.sizeDelta = Vector2.zero;
slider.fillRect = fillRect;
// 血量文字
var healthTextObj = CreateText(healthArea.transform, "HealthText", "100/100", 14, TextAnchor.MiddleLeft);
healthTextObj.GetComponent<RectTransform>().sizeDelta = new Vector2(200, 20);
// ===== 左上角下方:灵灯区域 =====
var lanternArea = CreateChild(hudCanvasObj, "LanternArea", new Vector2(20, -80));
var lanternLayout = lanternArea.AddComponent<VerticalLayoutGroup>();
lanternLayout.spacing = 3;
lanternLayout.childForceExpandWidth = false;
lanternLayout.childForceExpandHeight = false;
lanternArea.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
var lanternCountObj = CreateText(lanternArea.transform, "LanternCount", "灵灯: 5", 16, TextAnchor.MiddleLeft);
lanternCountObj.GetComponent<RectTransform>().sizeDelta = new Vector2(200, 24);
var lanternCDObj = CreateText(lanternArea.transform, "LanternCD", "就绪", 14, TextAnchor.MiddleLeft);
lanternCDObj.GetComponent<RectTransform>().sizeDelta = new Vector2(200, 20);
// ===== 右上角:分数 + 暂停 =====
var topRight = CreateChild(hudCanvasObj, "TopRight", new Vector2(-20, -20));
var topRightRect = topRight.GetComponent<RectTransform>();
topRightRect.anchorMin = new Vector2(1, 1);
topRightRect.anchorMax = new Vector2(1, 1);
topRightRect.pivot = new Vector2(1, 1);
var topRightLayout = topRight.AddComponent<VerticalLayoutGroup>();
topRightLayout.spacing = 8;
topRightLayout.childForceExpandWidth = false;
topRightLayout.childForceExpandHeight = false;
topRightLayout.childAlignment = TextAnchor.UpperRight;
topRight.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize;
var scoreObj = CreateText(topRight.transform, "ScoreText", "分数: 0", 20, TextAnchor.MiddleRight);
scoreObj.GetComponent<RectTransform>().sizeDelta = new Vector2(200, 30);
// 暂停按钮
var pauseObj = CreateButton(topRight.transform, "PauseButton", "暂停", new Vector2(100, 35));
// ===== 连接 GameHUD 引用 =====
var so = new SerializedObject(hud);
so.FindProperty("healthSlider").objectReferenceValue = slider;
so.FindProperty("healthText").objectReferenceValue = healthTextObj.GetComponent<Text>();
so.FindProperty("lanternCountText").objectReferenceValue = lanternCountObj.GetComponent<Text>();
so.FindProperty("lanternCDText").objectReferenceValue = lanternCDObj.GetComponent<Text>();
so.FindProperty("scoreText").objectReferenceValue = scoreObj.GetComponent<Text>();
so.FindProperty("pauseButton").objectReferenceValue = pauseObj.GetComponent<Button>();
so.ApplyModifiedProperties();
Debug.Log("[UIBuilder] HUD Canvas 搭建完成");
}
/// <summary>
/// 在 Gameplay 场景中搭建游戏结果 Canvas。
/// </summary>
[MenuItem("Tools/搭建 ResultScreen Canvas")]
public static void BuildResultScreen()
{
// 创建 Result Canvas
var resultCanvasObj = new GameObject("ResultScreen_Canvas");
var canvas = resultCanvasObj.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 10002;
resultCanvasObj.AddComponent<CanvasScaler>().uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
resultCanvasObj.GetComponent<CanvasScaler>().referenceResolution = new Vector2(1920, 1080);
resultCanvasObj.AddComponent<GraphicRaycaster>();
// 添加 GameResultScreen 脚本
var resultScreen = resultCanvasObj.AddComponent<GameResultScreen>();
// 半透明黑色背景
var bgObj = new GameObject("Overlay");
bgObj.transform.SetParent(resultCanvasObj.transform, false);
var bgImage = bgObj.AddComponent<Image>();
bgImage.color = new Color(0, 0, 0, 0.7f);
var bgRect = bgObj.GetComponent<RectTransform>();
bgRect.anchorMin = Vector2.zero;
bgRect.anchorMax = Vector2.one;
bgRect.sizeDelta = Vector2.zero;
// ===== 胜利面板 =====
var winPanel = CreateCenterPanel(resultCanvasObj, "WinPanel", new Color(0.1f, 0.3f, 0.1f, 0.9f));
var winTitle = CreateText(winPanel.transform, "WinTitle", "胜利!", 40, TextAnchor.MiddleCenter);
winTitle.GetComponent<Text>().color = new Color(1f, 0.85f, 0.2f);
winTitle.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, 60);
var winScore = CreateText(winPanel.transform, "WinScore", "分数: 0", 24, TextAnchor.MiddleCenter);
winScore.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, 0);
var winBtn = CreateButton(winPanel.transform, "WinConfirmBtn", "确认", new Vector2(160, 50));
winBtn.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, -60);
// ===== 失败面板 =====
var losePanel = CreateCenterPanel(resultCanvasObj, "LosePanel", new Color(0.3f, 0.1f, 0.1f, 0.9f));
var loseTitle = CreateText(losePanel.transform, "LoseTitle", "游戏结束", 40, TextAnchor.MiddleCenter);
loseTitle.GetComponent<Text>().color = new Color(1f, 0.3f, 0.3f);
loseTitle.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, 60);
var loseScore = CreateText(losePanel.transform, "LoseScore", "分数: 0", 24, TextAnchor.MiddleCenter);
loseScore.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, 0);
var loseBtn = CreateButton(losePanel.transform, "LoseConfirmBtn", "确认", new Vector2(160, 50));
loseBtn.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, -60);
// 初始隐藏两个面板
winPanel.SetActive(false);
losePanel.SetActive(false);
// ===== 连接 GameResultScreen 引用 =====
var so = new SerializedObject(resultScreen);
so.FindProperty("resultCanvas").objectReferenceValue = canvas;
so.FindProperty("winPanel").objectReferenceValue = winPanel;
so.FindProperty("winConfirmButton").objectReferenceValue = winBtn.GetComponent<Button>();
so.FindProperty("winTitleText").objectReferenceValue = winTitle.GetComponent<Text>();
so.FindProperty("winScoreText").objectReferenceValue = winScore.GetComponent<Text>();
so.FindProperty("losePanel").objectReferenceValue = losePanel;
so.FindProperty("loseConfirmButton").objectReferenceValue = loseBtn.GetComponent<Button>();
so.FindProperty("loseTitleText").objectReferenceValue = loseTitle.GetComponent<Text>();
so.FindProperty("loseScoreText").objectReferenceValue = loseScore.GetComponent<Text>();
so.ApplyModifiedProperties();
Debug.Log("[UIBuilder] ResultScreen Canvas 搭建完成");
}
// ===== 辅助方法 =====
private static GameObject CreateChild(GameObject parent, string name, Vector2 pos)
{
var obj = new GameObject(name);
obj.transform.SetParent(parent.transform, false);
var rect = obj.AddComponent<RectTransform>();
rect.anchorMin = new Vector2(0, 1);
rect.anchorMax = new Vector2(0, 1);
rect.pivot = new Vector2(0, 1);
rect.anchoredPosition = pos;
return obj;
}
private static GameObject CreateText(Transform parent, string name, string content, int fontSize, TextAnchor alignment)
{
var obj = new GameObject(name);
obj.transform.SetParent(parent, false);
obj.AddComponent<RectTransform>();
var text = obj.AddComponent<Text>();
text.text = content;
text.fontSize = fontSize;
text.alignment = alignment;
text.color = Color.white;
text.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
if (text.font == null) text.font = Font.CreateDynamicFontFromOSFont("Arial", fontSize);
text.horizontalOverflow = HorizontalWrapMode.Overflow;
text.verticalOverflow = VerticalWrapMode.Overflow;
return obj;
}
private static GameObject CreateButton(Transform parent, string name, string label, Vector2 size)
{
var btnObj = new GameObject(name);
btnObj.transform.SetParent(parent, false);
var rect = btnObj.AddComponent<RectTransform>();
rect.sizeDelta = size;
var img = btnObj.AddComponent<Image>();
img.color = new Color(0.3f, 0.3f, 0.3f, 0.9f);
var btn = btnObj.AddComponent<Button>();
var textObj = CreateText(btnObj.transform, "Text", label, 18, TextAnchor.MiddleCenter);
var textRect = textObj.GetComponent<RectTransform>();
textRect.anchorMin = Vector2.zero;
textRect.anchorMax = Vector2.one;
textRect.sizeDelta = Vector2.zero;
return btnObj;
}
private static GameObject CreateCenterPanel(GameObject parent, string name, Color bgColor)
{
var panel = new GameObject(name);
panel.transform.SetParent(parent.transform, false);
var rect = panel.AddComponent<RectTransform>();
rect.anchorMin = new Vector2(0.5f, 0.5f);
rect.anchorMax = new Vector2(0.5f, 0.5f);
rect.pivot = new Vector2(0.5f, 0.5f);
rect.sizeDelta = new Vector2(400, 250);
var img = panel.AddComponent<Image>();
img.color = bgColor;
return panel;
}
}
+11
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