首先看一个例子,新建一个Panel,在下面添加两个Button,分别命名为Button、Button2。
1、给Panel添加一个VerticalLayoutGroup组件,ChildForceExpand属性中勾上Width。
2、给Button、Button2添加LayoutElement组件,其中Button的FlexibleHeight设置为0.3,Button2的FlexibleHeight设置为0.1
3、将Panel的高度设置为100
这时我们发现,Button的高度是70,Button2的高度是30。奇怪,这个高度是怎么算出来的呢?
网上搜索一番,竟然很少有人讨论uGUI的AutoLayout,尤其是flexibleWidth/Height属性的意义,官方文档也语焉不详。这时只能放大招了,uGUI已经开源,索性把代码拉下来看看到底怎么实现的。下面是托管代码的地址:
https://bitbucket.org/Unity-Technologies/ui
uGUI的AutoLayout有三个核心接口,定义在ILayoutElement.cs文件中:
ILayoutElement
ILayoutController
ILayoutIgnorer
结构很清晰,由ILayoutElement提供布局信息,ILayoutController来控制布局,ILayoutIgnore提供给UI忽略AutoLayout的能力。
例子中使用的VerticalLayoutGroup继承自HorizontalOrVerticalLayoutGroup,这个类实现了布局的核心逻辑,代码量不多,我就直接贴上来了
protected CalcAlongAxis( axis, isVertical)
{
float combinedPadding = (axis == ? padding.horizontal : padding.vertical);
float totalMin = combinedPadding;
float totalPreferred = combinedPadding;
float totalFlexible = ;
alongOtherAxis = (isVertical ^ (axis == ));
( i = ; i < rectChildren.Count; i++)
{
RectTransform child = rectChildren[i];
float min = LayoutUtility.GetMinSize(child, axis);
float preferred = LayoutUtility.GetPreferredSize(child, axis);
float flexible = LayoutUtility.GetFlexibleSize(child, axis);
((axis == ? childForceExpandWidth : childForceExpandHeight))
flexible = Mathf.Max(flexible, );
(alongOtherAxis)
{
totalMin = Mathf.Max(min + combinedPadding, totalMin);
totalPreferred = Mathf.Max(preferred + combinedPadding, totalPreferred);
totalFlexible = Mathf.Max(flexible, totalFlexible);
}
{
totalMin += min + spacing;
totalPreferred += preferred + spacing;
// Increment flexible size with element's flexible size.
totalFlexible += flexible;
}
}
(!alongOtherAxis && rectChildren.Count > )
{
totalMin -= spacing;
totalPreferred -= spacing;
}
totalPreferred = Mathf.Max(totalMin, totalPreferred);
SetLayoutInputForAxis(totalMin, totalPreferred, totalFlexible, axis);
}
protected SetChildrenAlongAxis( axis, isVertical)
{
float size = rectTransform.rect.size[axis];
alongOtherAxis = (isVertical ^ (axis == ));
(alongOtherAxis)
{
float innerSize = size - (axis == ? padding.horizontal : padding.vertical);
( i = ; i < rectChildren.Count; i++)
{
RectTransform child = rectChildren[i];
float min = LayoutUtility.GetMinSize(child, axis);
float preferred = LayoutUtility.GetPreferredSize(child, axis);
float flexible = LayoutUtility.GetFlexibleSize(child, axis);
((axis == ? childForceExpandWidth : childForceExpandHeight))
flexible = Mathf.Max(flexible, );
float requiredSpace = Mathf.Clamp(innerSize, min, flexible > ? size : preferred);
float startOffset = GetStartOffset(axis, requiredSpace);
SetChildAlongAxis(child, axis, startOffset, requiredSpace);
}
}
{
float pos = (axis == ? padding.left : padding.top);
(GetTotalFlexibleSize(axis) == && GetTotalPreferredSize(axis) < size)
pos = GetStartOffset(axis, GetTotalPreferredSize(axis) - (axis == ? padding.horizontal : padding.vertical));
float minMaxLerp = ;
(GetTotalMinSize(axis) != GetTotalPreferredSize(axis))
minMaxLerp = Mathf.Clamp01((size - GetTotalMinSize(axis)) / (GetTotalPreferredSize(axis) - GetTotalMinSize(axis)));
float itemFlexibleMultiplier = ;
(size > GetTotalPreferredSize(axis))
{
(GetTotalFlexibleSize(axis) > )
itemFlexibleMultiplier = (size - GetTotalPreferredSize(axis)) / GetTotalFlexibleSize(axis);
}
( i = ; i < rectChildren.Count; i++)
{
RectTransform child = rectChildren[i];
float min = LayoutUtility.GetMinSize(child, axis);
float preferred = LayoutUtility.GetPreferredSize(child, axis);
float flexible = LayoutUtility.GetFlexibleSize(child, axis);
((axis == ? childForceExpandWidth : childForceExpandHeight))
flexible = Mathf.Max(flexible, );
float childSize = Mathf.Lerp(min, preferred, minMaxLerp);
childSize += flexible * itemFlexibleMultiplier;
SetChildAlongAxis(child, axis, pos, childSize);
pos += childSize + spacing;
}
}
}
其中SetChildrenAlongAxis方法清晰地阐释了minHeight,preferredHeight,flexibleHeight的涵义。
为了帮助理解,我们先定义几个概念。我们把当前UI所有同级并参与自动布局的组件的preferredHeight总和称为totalPreferredHeight,minHeight的总和称为totalMinHeight,父UI的真实高度称为realHeight。总结如下:
1、minHeight
在自动布局中,此UI最小高度不会小于minHeight。这个参数定义了realHeight < totalMinHeight时,当前子UI的height为minHeight。
2、preferredHeight
可以理解为,UI自身希望的高度。
当totalMinHeight < realHeight < totalPreferredHeight时,realHeight处于totalMinHeight和totalPreferredHeight之间一定百分比,把这个比例应用到每一个接受自动布局的子UI上,即是我们最终得到的效果
3、flexibleHeight
当realHeight > totalPreferredHeight时,父UI会剩下一部分高度。flexibleHeight就是告诉AutoLayout系统,应该怎么瓜分剩下的高度,使子UI填充满父UI。flexibleHeight默认是-1,不会进行扩充。当flexibleHeight > 0时,flexibleHeight值作为权重来计算当前子UI最终的高度,公式如下:
height = preferredHeight + (flexibleHeight / totalFlexibleHeight) * (realHeight - totalPreferredHeight)
flexibleHeight示意图
弄清楚这些概念后,我们再看一下文章开头的例子。
button1的flexibleHeight=0.3,button2的flexibleHeight=0.1,minHeight和preferredHeight都没有设置,按道理高度应该分别是75、25。为什么会出现70、30?
查一下ILayoutElement的实现类
ILayoutElement实现类
发现Image和Text实现了ILayoutElement,而我们的按钮中默认是有一个Image组件的,用脚本获取这个Image然后打印它的preferredHeight,发现等于10
再套用flexibleHeight的计算公式:
Button1:10 + 0.3/0.4(100 - 20) = 70
Button2:10 + 0.1/0.4
(100 - 20) = 30
这里有个问题,一个GameObject上挂载两个ILayoutElement组件,是怎么决定用哪个的?这个可以在LayoutUtility.cs中找到答案:
LayoutUtility.cs
public static float GetLayoutProperty(RectTransform rect, System.Func<ILayoutElement, float> property, float defaultValue, ILayoutElement source)
{
source = ;
(rect == )
return ;
float min = defaultValue;
maxPriority = System.Int32.MinValue;
components = ComponentListPool.Get();
rect.GetComponents(typeof(ILayoutElement), components);
( i = ; i < components.Count; i++)
{
layoutComp = components[i] ILayoutElement;
(layoutComp Behaviour && (!(layoutComp Behaviour).enabled || !(layoutComp Behaviour).isActiveAndEnabled))
continue;
priority = layoutComp.layoutPriority;
// If this layout components has lower priority than a previously used, ignore it.
(priority < maxPriority)
continue;
float prop = property(layoutComp);
// If this layout property is set to a negative value, it means it should be ignored.
(prop < )
continue;
// If this layout component has higher priority than all previous ones,
// overwrite with this one's value.
(priority > maxPriority)
{
min = prop;
maxPriority = priority;
source = layoutComp;
}
// If the layout component has the same priority as a previously used,
// use the largest of the values with the same priority.
(prop > min)
{
min = prop;
source = layoutComp;
}
}
ComponentListPool.Release(components);
return min;
}
原来LayoutElement有一个layoutPriority属性用来决定优先级,这个属性暂时还没有在编辑器中暴露,也许后续版本会加强这方面的能力。
AutoLayout系统会选用优先级最高的ILayoutElement里相应属性返回。Image和Text的优先级默认是0,LayoutElement默认优先级是1。所以正常情况会使用LayoutElement中的设置,但我们的例子中,LayoutElement没有设置preferredHeight,LayoutElement里布局相关的初始值都是-1,所以还是使用了Image的preferredHeight:10。
【结语】
其实,只要官方文档描述详细一些,根本没必要浪费时间去查这个来龙去脉。这几天在学习Swift,苹果人性化的Programming Guide加上iBooks的配合,使得学习这门语言真是件轻松愉快的事情。相比之下,Unity简直是在虐待开发者。Unity、Unreal、Cryengine等最近也为争市场弄得头破血流,除了降价开源提供新特性之外,完善文档也是不容忽视的工作,毕竟开发者才是这些厂商真正的衣食父母。
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