Unity Toast插件(UGUI版)
2024-08-31 01:56:29
简介
介于自己之前经历的一些开发过程,非常希望unity能有类似Toast的功能用于一些简单的信息显示。但是找来找去找了半天,都木有发现,实在是憋不住了,自己写了个,感觉还可以用,发出来共享一下。。。
原理
原理嘛,就是先做一个Toast的prefeb,然后通过一个Manager将Toast生成出来,显示到Canvas。
然后出于性能考虑,由于反复Instantiate和Destroy对性能消耗巨大,所以内部使用了一个简单的Queue对生成出来的Toast进行了一个缓存。
使用方法
将prefeb中的ToastManager拖入到场景中
像这样
然后设置prefeb的参数:
第一个是可以用于显示的Canvas
第二个是Toast的对象池的大小
第三个是Toast的prefeb(可以在Res/Prefebs文件夹下找到)
代码调用方法:
简单的调用方法,默认的位置和颜色
public void ShowTopToast(string str)
{
LTToastManager.Instance.ShowToast(str);
}
可以自定义的调用方法,手动设置颜色,显示时间以及位置
public void ShowBottomToast(string str)
{
LTToast tempToast = LTToastManager.Instance.GetToast();
tempToast.SetColor(Color.green, Color.red);
tempToast.SetDuring(LTToast.DURING_LONG);
tempToast.SetText(str);
tempToast.SetPositionAndSize(LTToast.Position.Bottom);
tempToast.Show();
}
实际效果
代码
Toast类
using UnityEngine;
using UnityEngine.UI;
// 该类与LTToastManager强调用耦合
// PS:本来是想写成参数传递进入的,但是想了想这两块代码本就是一个模块
// 能不能算在内聚里面 O(∩_∩)O~
public class LTToast : MonoBehaviour
{
public enum Position
{
Bottom, Top, Custom
}
public Image background;
public Text toastStr;
public const float DURING_LONG = 1f;
public const float DURING_SHOR = 0.5f;
private const string ENTER_KEY = "enter";
private const string EXIT_KEY = "exit";
#region Top位置固定参数
private static Vector2 TopAnchorMin = new Vector2(0, 1);
private static Vector2 TopAnchorMax = new Vector2(1, 1);
private static Vector2 TopPivot = new Vector2(0.5f, 1);
private static Vector3 TopAnchoredPosition3D = new Vector3(0, 0, 0);
private static Vector2 TopSizeDelta = new Vector3(0, 50);
#endregion
#region Bottom位置固定参数
private static Vector2 BottomAnchorMin = new Vector2(0, 0);
private static Vector2 BottomAnchorMax = new Vector2(1, 0);
private static Vector2 BottomPivot = new Vector2(0.5f, 0);
private static Vector3 BottomAnchoredPosition3D = new Vector3(0, 0, 0);
private static Vector2 BottomSizeDelta = new Vector3(0, 50);
#endregion
#region 自定义位置参数
private Vector2 customAnchorMin = new Vector2(0, 0);
private Vector2 customAnchorMax = new Vector2(1, 0);
private Vector2 customPivot = new Vector2(0.5f, 0);
private Vector3 customAnchoredPosition3D = new Vector3(0, 0, 0);
private Vector2 customSizeDelta = new Vector3(0, 50);
#endregion
private RectTransform rectTransform;
private Animator mAnimator;
private float duringTime = DURING_SHOR;
private Position showPosition = Position.Top;
private bool isExit = false;
void Awake()
{
rectTransform = this.GetComponent<RectTransform>();
mAnimator = this.GetComponent<Animator>();
}
public void SetColor(Color backColor, Color textColor)
{
background.color = backColor;
toastStr.color = textColor;
}
public void SetDuring(float duringTime)
{
this.duringTime = duringTime;
}
public void SetText(string str)
{
toastStr.text = str;
}
public void SetPositionAndSize(Position showPosition)
{
this.showPosition = showPosition;
}
public void SetPositionAndSize(Vector2 min, Vector2 max, Vector2 pivot, Vector3 anchoredPosition, Vector2 size)
{
showPosition = Position.Custom;
customAnchorMin = min;
customAnchorMax = max;
customPivot = pivot;
customAnchoredPosition3D = anchoredPosition;
customSizeDelta = size;
}
private void SetPositionAndSize()
{
if (showPosition == Position.Top)
{
rectTransform.anchorMin = TopAnchorMin;
rectTransform.anchorMax = TopAnchorMax;
rectTransform.pivot = TopPivot;
rectTransform.anchoredPosition3D = TopAnchoredPosition3D;
rectTransform.sizeDelta = TopSizeDelta;
}
else if (showPosition == Position.Bottom)
{
rectTransform.anchorMin = BottomAnchorMin;
rectTransform.anchorMax = BottomAnchorMax;
rectTransform.pivot = BottomPivot;
rectTransform.anchoredPosition3D = BottomAnchoredPosition3D;
rectTransform.sizeDelta = BottomSizeDelta;
}
else if (showPosition == Position.Custom)
{
rectTransform.anchorMin = customAnchorMin;
rectTransform.anchorMax = customAnchorMax;
rectTransform.pivot = customPivot;
rectTransform.anchoredPosition3D = customAnchoredPosition3D;
rectTransform.sizeDelta = customSizeDelta;
}
else
{
Debug.LogError("检测到未定义位置,采用默认位置");
rectTransform.anchorMin = TopAnchorMin;
rectTransform.anchorMax = TopAnchorMax;
rectTransform.pivot = TopPivot;
rectTransform.anchoredPosition3D = TopAnchoredPosition3D;
rectTransform.sizeDelta = TopSizeDelta;
}
}
public void Show()
{
isExit = false;
// 强耦合
transform.SetParent(LTToastManager.Instance._ShowCanvas.transform);
// 设置位置及缩放的代码建议放在SetParent之后,防止蛋疼
transform.localScale = Vector3.one;
SetPositionAndSize();
mAnimator.Play(ENTER_KEY);
}
public void Cancel()
{
if (isExit)
{
return;
}
mAnimator.Play(EXIT_KEY);
isExit = true;
}
// UI帧调用,请勿更改
void EnterDone()
{
Invoke("Cancel", duringTime);
}
// UI帧调用,请勿更改
void ExitDone()
{
// 强耦合
transform.SetParent(LTToastManager.Instance.transform);
LTToastManager.Instance.ReturnToast(this);
}
}
ToastManager类
using UnityEngine;
using System.Collections.Generic;
public class LTToastManager : MonoBehaviour
{
private static LTToastManager mInstance;
public static LTToastManager Instance
{
get
{
return mInstance;
}
}
public Canvas _ShowCanvas;
public int _ToastPoolSize = 5;
public GameObject _PreToast;
private int currentIndex = 0;
private Queue<LTToast> toastPool;
void Awake()
{
mInstance = this;
toastPool = new Queue<LTToast>();
Init();
}
private void Init()
{
if (null == _ShowCanvas)
{
throw new System.Exception("未绑定Canvas");
}
if (null == _PreToast)
{
throw new System.Exception("未绑定Toast");
}
// 清除已有的,保持Manager目录清洁(没什么卵用,纯粹洁癖)
LTGame.LTUtils.ClearChildren(transform);
// 让对象池里面拥有一个Toast对象,提高第一次调用的效率
ReturnToast(GetToast());
}
public void ReturnToast(LTToast tempToast)
{
if (toastPool.Count < _ToastPoolSize)
{
toastPool.Enqueue(tempToast);
}
else
{
// 如果超出Toast池的最大大小则销毁
Destroy(tempToast.gameObject);
}
}
public LTToast GetToast()
{
if (toastPool.Count > 0)
{
return toastPool.Dequeue();
}
else
{
LTToast tempToast = Instantiate(_PreToast).GetComponent<LTToast>();
// 将新生成的对象放置到Manager目录下。
// PS:其实这段代码不应该放在这里,但是暂时木有找到更好的地方咯~~
tempToast.transform.SetParent(transform);
return tempToast;
}
}
public LTToast ShowToast(string str)
{
return ShowToast(str, LTToast.DURING_SHOR);
}
public LTToast ShowToast(string str, float duringTime)
{
return ShowToast(str, Color.black, Color.white, duringTime);
}
public LTToast ShowToast(string str, Color backColor, Color textColor)
{
return ShowToast(str, backColor, textColor, LTToast.DURING_SHOR);
}
public LTToast ShowToast(string str, Color backColor, Color textColor, float duringTime)
{
LTToast result = GetToast();
result.SetColor(backColor, textColor);
result.SetText(str);
result.SetDuring(duringTime);
result.SetPositionAndSize(LTToast.Position.Top);
result.Show();
return result;
}
}
总结
也没啥好总结的,先用着吧,哪里不对再改~~~
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