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(); } }