美文网首页
UGUI InputField根据内容自适应大小

UGUI InputField根据内容自适应大小

作者: 胡萝卜啊啊啊 | 来源:发表于2019-05-30 09:40 被阅读0次

给项目开发聊天输入框的时候,UGUI自带的InputField只能设置输入内容显示最新输入的内容和输入固定长度的内容,并没有自适应内容改变输入框的长度和宽度,针对此种问题,下面就分享下解决办法。

实现思路:

继承继承UGUI提供的Layout接口,根据接口提供的方法计算出输入内容的宽高,接口方法就能够自适应宽高。

实现效果:

image image image

实现代码:

<pre class="code" data-lang="javascript" style="box-sizing: border-box; margin: 0px; padding: 0px; white-space: pre-wrap;">using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
[RequireComponent(typeof(InputField))]
public class InputFieldScaler : MonoBehaviour, ILayoutElement

private Text textComponent

get

return this.GetComponent<InputField>().textComponent;


public TextGenerationSettings GetTextGenerationSettings(Vector2 extents)

var settings = textComponent.GetGenerationSettings(extents);
settings.generateOutOfBounds = true;
return settings;

private RectTransform m_Rect;
private RectTransform rectTransform

get

if (m_Rect == null)
m_Rect = GetComponent<RectTransform>();
return m_Rect;


public void OnValueChanged(string v)

if (!fixedWidth)

rectTransform.SetSizeWithCurrentAnchors((RectTransform.Axis)0, LayoutUtility.GetPreferredWidth(m_Rect));

rectTransform.SetSizeWithCurrentAnchors((RectTransform.Axis)1, LayoutUtility.GetPreferredHeight(m_Rect));

void OnEnable()

this.inputField.onValueChanged.AddListener(OnValueChanged);

void OnDisable()


private Vector2 originalSize;
private InputField _inputField;
public InputField inputField

get

return _inputField ?? (_inputField = this.GetComponent<InputField>());


private float _offsetHeight;
public float offsetHeight

get

if (_offsetHeight == 0)
_offsetHeight = generatorForLayout.GetPreferredHeight(text, GetTextGenerationSettings(Vector2.zero)) / textComponent.pixelsPerUnit;
return _offsetHeight;


private float _offsetTextComponentLeftRingt;
public float offsetTextComponentLeftRingt

get

if (_offsetTextComponentLeftRingt == 0)
_offsetTextComponentLeftRingt = Mathf.Abs(rectTransform.rect.xMin - textComponent.rectTransform.rect.xMin) + Mathf.Abs(rectTransform.rect.xMax - textComponent.rectTransform.rect.xMax);
return _offsetTextComponentLeftRingt;


protected void Awake()

textComponent.fontSize = fontSize;
inputField.placeholder.GetComponent<Text>().fontSize = fontSize;
this.originalSize = this.GetComponent<RectTransform>().sizeDelta;
inputField.lineType = fixedWidth ? InputField.LineType.MultiLineNewline : InputField.LineType.SingleLine;
rectTransform.SetSizeWithCurrentAnchors((RectTransform.Axis)1, LayoutUtility.GetPreferredHeight(m_Rect));

private string text

get

return this.GetComponent<InputField>().text;


private TextGenerator _generatorForLayout;
public TextGenerator generatorForLayout

get

return _generatorForLayout ?? (_generatorForLayout = new TextGenerator());


//[Tooltip("测试用")]
//public float Width;
//[Tooltip("测试用")]
//public float Height;
public void Update()

//this.Width = this.preferredWidth;
//this.Height = this.preferredHeight;

public float preferredWidth

get

if (fixedWidth)

return this.originalSize.x;
//return Mathf.Max(this.originalSize.x, generatorForLayout.GetPreferredWidth(text, GetTextGenerationSettings(Vector2.zero)) / textComponent.pixelsPerUnit + 20);

else

if (keepInitWidthSize)

return Mathf.Max(this.originalSize.x, generatorForLayout.GetPreferredWidth(text, GetTextGenerationSettings(Vector2.zero)) / textComponent.pixelsPerUnit + offsetTextComponentLeftRingt);
//return generatorForLayout.GetPreferredWidth(text, GetTextGenerationSettings(Vector2.zero)) / textComponent.pixelsPerUnit + 20;

else

return generatorForLayout.GetPreferredWidth(text, GetTextGenerationSettings(Vector2.zero)) / textComponent.pixelsPerUnit + offsetTextComponentLeftRingt;




public virtual void CalculateLayoutInputHorizontal()


public virtual void CalculateLayoutInputVertical()


public virtual float minWidth

get { return -1; }

public virtual float flexibleWidth { get { return -1; } }
public virtual float minHeight

get { return -1; }

public virtual float preferredHeight

get

if (fixedWidth)

return generatorForLayout.GetPreferredHeight(text, GetTextGenerationSettings(new Vector2(this.textComponent.GetPixelAdjustedRect().size.x, 0.0f))) / textComponent.pixelsPerUnit + offsetHeight;
//return Mathf.Max(this.originalSize.y, generatorForLayout.GetPreferredHeight(text, GetTextGenerationSettings(new Vector2(this.textComponent.GetPixelAdjustedRect().size.x, 0.0f))) / textComponent.pixelsPerUnit);

else

return generatorForLayout.GetPreferredHeight(text, GetTextGenerationSettings(new Vector2(this.textComponent.GetPixelAdjustedRect().size.x, 0.0f))) / textComponent.pixelsPerUnit + offsetHeight;



public virtual float flexibleHeight { get { return -1; } }
//[Tooltip("输入框的字体大小,InputField的大小会随字体大小改变高度")]
[HideInInspector]
public int fontSize = 20;
//[Tooltip("是否保持InputField的宽度不变")]
[HideInInspector]
public bool fixedWidth = true;
//[Tooltip("是否不限制InputField的宽度")]
[HideInInspector]
public bool keepInitWidthSize = true;
//[SerializeField]
//[Tooltip("提高Layout计算优先级,要比InputField大 这里设为1")]
private int priority = 1;
public virtual int layoutPriority { get { return priority; } }
}</pre>

代码其实很简单,就是通过输入的字符串的内容,在接口方法里计算出宽高就可以了,接口方法会被自动调用。

下载链接:https://pan.baidu.com/s/1ggHYtAr 密码:98rp

相关文章

网友评论

      本文标题:UGUI InputField根据内容自适应大小

      本文链接:https://www.haomeiwen.com/subject/frxmtctx.html