示例:
工程截图
Toast.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 类似Android的Toast飘字提示
/// UGUITool.cs 参见: http://www.devacg.com/?post=1049
/// </summary>
public class Toast : MonoBehaviour
{
[SerializeField] private Image m_Background;
[SerializeField] private Text m_Text;
[SerializeField] private float m_StartY = 0f;
[SerializeField] private float m_Duration = 0.3f;
[SerializeField] private float m_KeepTime = 3f;
[SerializeField] private float m_Speed = 500f;
[SerializeField] private AnimationCurve m_Curve;
[SerializeField] private bool m_IgnoreTimeScale = true;
[SerializeField] private bool play = false;
private bool m_Play;
private float m_ElapsedTime = 0f;
private RectTransform rectTransform;
private string TEST_MSG = "当前已强化到最高等级";
private void Awake()
{
rectTransform = m_Background.GetComponent<RectTransform>();
}
void Update()
{
if (play)
{
play = false;
MakeText(TEST_MSG);
}
if (!m_Play)
return;
float dt = m_IgnoreTimeScale ? Time.unscaledDeltaTime : Time.deltaTime;
m_ElapsedTime += dt;
var percentage = Mathf.Clamp01(m_ElapsedTime / m_Duration);
var scale = m_Curve.Evaluate(percentage);
float dy = m_Speed * scale * dt;
UGUITool.SetAnchoredPositionOffsetY(rectTransform, dy);
if (percentage >= 1)
{
m_Play = false;
StartCoroutine(DelayHide());
}
}
IEnumerator DelayHide()
{
yield return new WaitForSeconds(m_KeepTime);
m_Background.gameObject.SetActive(false);
}
// 飘字提示
public void MakeText(string msg)
{
if (m_Text)
m_Text.text = msg;
m_ElapsedTime = 0;
UGUITool.SetAnchoredPositionY(rectTransform, m_StartY);
m_Play = true;
m_Background.gameObject.SetActive(true);
}
}
运行测试
第二版:支持多条Tips同时显示
UIToastTips.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 屏幕飘字提示
/// </summary>
public class UIToastTips : GameEventBehaviour
{
[SerializeField]
private GameObject background;
[SerializeField]
private GameObject itemTemplet;
[SerializeField]
private float moveSpeed = 1000;
[SerializeField]
private float gap = 10; //元素间隔
//连续消息显示出来的间隔时间
[SerializeField]
private float messageInterval = 0.2f;
private List<UIToastTipsItem> items = new List<UIToastTipsItem>();
private Queue<Message> msgQueue = new Queue<Message>();
private float t;
private UIToastTipsItem GetToastTipsItem()
{
UIToastTipsItem item = null;
for (int i = 0; i < items.Count; i++)
{
if (!items[i].gameObject.activeInHierarchy)
{
item = items[i];
items.RemoveAt(i);
break;
}
}
if (item == null)
{
GameObject go = Instantiate<GameObject>(itemTemplet);
go.SetActive(true);
go.transform.SetParent(background.transform);
go.transform.localPosition = Vector3.zero;
go.transform.localRotation = Quaternion.identity;
go.transform.localScale = Vector3.one;
item = go.GetComponent<UIToastTipsItem>();
item.Reset();
}
items.Insert(0, item);
return item;
}
private void Sort()
{
int pre_i = -1;
for (int i = 0; i < items.Count; i++)
{
if (items[i].IsHide || items[i].IsFadeout)
continue;
if (pre_i == -1)
{
//将第0号元素缓移到Y=0位置
if (items[i].Y < 0)
items[i].Y += Time.deltaTime * moveSpeed;
if (items[i].Y > 0)
items[i].Y = 0;
pre_i = i;
continue;
}
//考虑item的高度可能不同的情况
items[i].Y = items[pre_i].Y + items[pre_i].Height / 2 + gap + items[i].Height / 2;
pre_i = i;
}
}
// 飘字提示
public void MakeText(string msg, Color color)
{
var item = GetToastTipsItem();
item.MakeText(msg, color);
//计算新元素的初始位置
if (items.Count <= 1 || items[1].IsHide) {
item.Y = -(item.Height + gap);
} else {
item.Y = -(item.Height / 2 + items[1].Height / 2 + gap);
}
item.Y *= 2;//往下偏移
Sort();
transform.SetAsLastSibling();
}
protected override void OnAwake()
{
itemTemplet.SetActive(false);
this.AddListener(GameEventType.INVOKE_UI_TOAST_TIPS, OnInvokeToastTips);
this.AddListener(GameEventType.INVOKE_UI_TOAST_ERROR_TIPS, OnInvokeToastErrorTips);
}
protected override void OnUpdate()
{
if (msgQueue.Count > 0)
{
t += Time.deltaTime;
if (t >= messageInterval)
{
t = 0;
var msg = msgQueue.Dequeue();
MakeText(msg.tips, msg.color);
}
}
Sort();
}
private void OnInvokeToastTips(GameEventType type, object data)
{
string tips = data as string;
Message msg = new Message();
msg.color = Color.white;
msg.tips = tips;
msgQueue.Enqueue(msg);
}
private void OnInvokeToastErrorTips(GameEventType type, object data)
{
string tips = data as string;
Message msg = new Message();
msg.color = Color.red;
msg.tips = tips;
msgQueue.Enqueue(msg);
}
private class Message
{
public Color color;
public string tips;
}
}
UIToastTipsItem.cs
using System;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 屏幕飘字提示项
/// </summary>
public class UIToastTipsItem : MonoBehaviour
{
[SerializeField]
private RectTransform rectTransform;
[SerializeField]
private RectTransform textRectTransform;
[SerializeField]
private ContentSizeFitter m_ContentSizeFitter;
[SerializeField]
private Image m_Image;
[SerializeField]
private Text m_Text;
[SerializeField]
private float m_FadeinSpeed = 3f; //淡入速度
[SerializeField]
private float m_FadeoutSpeed = 3f;//淡出速度
[SerializeField]
private float m_MoveSpeed = 200f; //飘动速度
[SerializeField]
private float m_Duration = 1; //停留时间
//最大文本宽度,超过此宽度自动换行
[SerializeField]
private float m_MaxTextWidth = 1200f;
private Color m_ImageColor;
private Color m_ToImageColor;
private Color m_TextColor;
private Color m_ToTextColor;
private int step = -1;
private float t = 0;
public float Width
{
get
{
return rectTransform.rect.width;
}
}
public float Height
{
get
{
return rectTransform.rect.height;
}
}
public float Y
{
get
{
Vector2 pos = rectTransform.anchoredPosition;
return pos.y;
}
set
{
Vector2 pos = rectTransform.anchoredPosition;
pos.y = value;
rectTransform.anchoredPosition = pos;
}
}
public bool IsFadeout
{
get
{
return step == 2;
}
}
private void Awake()
{
m_ImageColor = m_Image.color;
m_ToImageColor = m_ImageColor;
m_ToImageColor.a = 0;
m_TextColor = m_Text.color;
m_ToTextColor = m_TextColor;
m_ToTextColor.a = 0;
}
public void Reset()
{
rectTransform.localPosition = Vector3.zero;
m_ContentSizeFitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
}
private static readonly Regex RichColorRega = new Regex("<color=#([a-f0-9]{8})>", RegexOptions.IgnoreCase);
//设置Text的alpha
private void SetTextAlpha(float alpha)
{
//设置Text组件颜色
Color color = m_Text.color;
color.a = alpha;
m_Text.color = color;
//设置富文本颜色
//[0,255]
int alpha255 = (int)(alpha * 255f);
//16进制
string alphaHex = Convert.ToString(alpha255, 16);
if (alphaHex.Length == 1)
alphaHex = "0" + alphaHex;
string str = m_Text.text;
char[] chars = str.ToCharArray();
Match match = RichColorRega.Match(str);
Group groups = null;
while (match.Success)
{
groups = match.Groups[1];
//替换alpha值
chars[groups.Index + 6] = alphaHex[0];
chars[groups.Index + 7] = alphaHex[1];
match = match.NextMatch();
}
str = new string(chars);
m_Text.text = str;
}
//设置Image的alpha
private void SetImageAlpha(float alpha)
{
Color color = m_Image.color;
color.a = alpha;
m_Image.color = color;
}
private void Update()
{
float alpha = 0f;
switch (step)
{
case 0: //淡入阶段
t += Time.deltaTime * m_FadeinSpeed;
alpha = Mathf.Lerp(0, 1, t);
SetTextAlpha(alpha);
SetImageAlpha(alpha);
if (t >= 1)
{
t = 0;
step = 1;
}
break;
case 1: //停留阶段
t += Time.deltaTime;
if (t >= m_Duration)
{
t = 0;
step = 2;
}
break;
case 2: //淡出阶段
t += Time.deltaTime * m_FadeoutSpeed;
alpha = Mathf.Lerp(1, 0, t);
SetTextAlpha(alpha);
SetImageAlpha(alpha);
Y += Time.deltaTime * m_MoveSpeed;
if (t >= 1)
{
t = 0;
step = -1;
Hide();
}
break;
}
}
public void PreferredSize()
{
//强制刷新UI,这样获取到的width,height才是最新值
LayoutRebuilder.ForceRebuildLayoutImmediate(textRectTransform);
float width = textRectTransform.rect.width;
float height = textRectTransform.rect.height;
//超出最大宽度,文本需要自动换行
//Text属性需设置成 Horizontal Overflow: Wrap,Vertical Overflow: Overflow
if (width > m_MaxTextWidth)
{
width = m_MaxTextWidth;
m_ContentSizeFitter.horizontalFit = ContentSizeFitter.FitMode.Unconstrained;
textRectTransform.sizeDelta = new Vector2(m_MaxTextWidth, height);
LayoutRebuilder.ForceRebuildLayoutImmediate(textRectTransform);
height = textRectTransform.rect.height;
}
Vector2 sizeDelta = new Vector2(width + 40, height + 10);
rectTransform.sizeDelta = sizeDelta;
}
// 飘字提示
public void MakeText(string msg, Color color)
{
if (m_Text == null)
return;
m_TextColor = color;
m_ToTextColor = color;
m_ToTextColor.a = 0;
m_Image.color = m_ImageColor;
m_Text.color = m_TextColor;
m_Text.text = msg;
//必须先激活,否则后面的布局计算无法生效
Show();
PreferredSize();
Fadein();
}
private void Fadein()
{
t = 0;
step = 0;
}
public void Show()
{
gameObject.SetActive(true);
}
public void Hide()
{
gameObject.SetActive(false);
}
public bool IsHide
{
get
{
return !gameObject.activeInHierarchy;
}
}
private void OnDestroy()
{
this.CancelInvoke();
}
}