Unity3D UGUI实现Toast
发表于2018-11-19
项目中有些信息需要以Toast的形式体现出来,考虑到有些人对这个了解的不够多,这才有下面给大家介绍的UGUI Toast的实现。
原理
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; } }