NGUI学习笔记(一):UIGrid排序

发表于2018-06-05
评论0 5.7k浏览
实际项目中使用UIGrid来排序是非常方便的,下面就和大家介绍下UIGrid的使用。

UIGrid.cs 脚本提供里对子元素的多种排序方式:
    public enum Sorting
    {
        None,
        Alphabetic,
        Horizontal,
        Vertical,
        Custom,
    }

None表示按照元素的ChildIndex进行排序
Alphabetic表示按照元素的名字的字母表排序进行排序
Horizontal以及Vertical表示按照元素的localPosition进行排序
而最后一种则是十分贴心的自定义排序,前提是自行实现一种排序的比较算法

这里使用的算法是冒泡排序,需要设定的就是如何比较两个Item

下面是我写的Item类型
using UnityEngine;
using System.Collections;
using System;
public class Item:MonoBehaviour{
    public int quality;
    public int cost;
    public PartEnum.part part = PartEnum.part.none;
    UILabel qualityLbl;
    UILabel costLbl;
    UILabel partLbl;
    void Start()
    {
        qualityLbl = transform.FindChild("Sprite/QualityLbl").GetComponent<UILabel>();
        costLbl = transform.FindChild("Sprite/CostLbl").GetComponent<UILabel>();
        partLbl = transform.FindChild("Sprite/PartLbl").GetComponent<UILabel>();
        Initialize ();
    }
    void Initialize()
    {
        quality = UnityEngine.Random.Range (0, 12);
        cost = UnityEngine.Random.Range (300, 9000);
        part = (PartEnum.part)UnityEngine.Random.Range (0, 3);
        qualityLbl.text += quality.ToString ();
        costLbl.text += cost.ToString ();
        partLbl.text += Enum.GetName(typeof(PartEnum.part),part);
    }
}

用到的枚举
using UnityEngine;
using System.Collections;
using System;
public static class PartEnum {
    public enum part
    {
        none = -1,
        head = 0,
        body = 1,
        foot = 2,
    };
}

正式的排序脚本
using UnityEngine;
using System.Collections;
using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor.VersionControl;
using UObject = UnityEngine.Object;
public class GridSort : MonoBehaviour {
    public enum SortType
    {
        quality =0,
        cost =1,
        part =2,
        none =3,
    };
    public SortType sortType = SortType.none;
    int sortIndex = 0;
    UILabel sortLabel;
    UIButton sortBtn;
    UIGrid uiGrid;
    GameObject gridGO;
    void Start () {
        Initialize ();
    }
    void Initialize()
    {
        gridGO = GameObject.Find ("ItemScroll View");
        uiGrid = gridGO.GetComponent<UIGrid>();
        uiGrid.onCustomSort = CustomSort;
        GameObject sortBtnObj = GameObject.Find ("SortBtn");
        //UIEventListener.Get (sortBtnObj).onClick += new UIEventListener.VoidDelegate (OnObjBtnSortClick);
        sortBtn = sortBtnObj.GetComponent<UIButton> ();
        sortBtn.onClick.Add(new EventDelegate(OnUIBtnSortClick));
        sortLabel = sortBtnObj.GetComponentInChildren<UILabel> ();
    }
    int CustomSort(Transform t1,Transform  t2)
    {
        Item a = t1.GetComponent<Item> ();
        Item b = t2.GetComponent<Item> ();
        switch (sortType) 
        {
        case SortType.none:
            return 0;
        case SortType.part:
            return a.part.CompareTo (b.part);
        case SortType.quality:
            return a.quality.CompareTo (b.quality);
        case SortType.cost:
            return a.cost.CompareTo (b.cost);
        default:
            return 0;
        }
    }
    void OnObjBtnSortClick(GameObject go)
    {
        sortIndex++;
        int newSortIndex = sortIndex % 4;
        sortType =(SortType) Enum.ToObject (typeof(SortType), newSortIndex);
        switch (sortType) 
        {
        case SortType.cost:
            sortLabel.text = "按花费排序";
            break;
        case SortType.quality:
            sortLabel.text = "安品质排序";
            break;
        case SortType.part:
            sortLabel.text = "按部位排序";
            break;
        case SortType.none:
            sortLabel.text = "默认排序";
            break;
        }
        uiGrid.repositionNow = true;
        uiGrid.Reposition ();
    }
    void OnUIBtnSortClick()
    {
        sortIndex++;
        int newSortIndex = sortIndex % 4;
        sortType =(SortType) Enum.ToObject (typeof(SortType), newSortIndex);
        switch (sortType) 
        {
            case SortType.cost:
                sortLabel.text = "按花费排序";
                break;
            case SortType.quality:
                sortLabel.text = "安品质排序";
                break;
            case SortType.part:
                sortLabel.text = "按部位排序";
                break;
            case SortType.none:
                sortLabel.text = "默认排序";
                break;
        }
        uiGrid.repositionNow = true;
        uiGrid.Reposition ();
    }
}

这里要提一下监听UIButton有很多种方法,个人比较喜欢添加UIEventListener来实现。
使用UIEvenListener来监听的话,其onClick这个list里面添加的代理的签名返回值为空,但是有一个传入参数为GameObject类型。

而UIButton自带的onClick:
    /// <summary>
    /// Click event listener.
    /// </summary>
    public List<EventDelegate> onClick = new List<EventDelegate>();

需要添加的代理类型为EventDelete,有三种创建方式:
public EventDelegate () { }
public EventDelegate (Callback call) { Set(call); }
public EventDelegate (MonoBehaviour target, string methodName) { Set(target, methodName); }

我用的是第二种,我发现这个Callback返回值也为空,但是却不需要传入参数。
所以为了验证2种监听方法,我写了两个相似的函数OnObjBtnSortClick和OnUIBtnSortClick.

最后整理一下场景,运行,上效果:

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