游戏界面导航栏菜单
UITabBar.cs
using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; using UnityEngine.Serialization; /// <summary> /// 选项卡导航栏 /// </summary> public class UITabBar : MonoBehaviour { //默认选项项 [SerializeField] private int defaultTabIndex; [SerializeField] private List<UITabButton> tabList = new List<UITabButton>(); [NonSerialized] public bool canceled; private UITabButton prebutton; private UITabButton button; //切换时的有效性检测事件 //外部通过设置canceled为true可取消切换操作 [Serializable] public class ValidityCheckEvent : UnityEvent<UITabBar, int> { } [FormerlySerializedAs("onValidityCheck")] [SerializeField] private ValidityCheckEvent m_OnValidityCheck = new ValidityCheckEvent(); //切换选项事件 [Serializable] public class ChangedEvent : UnityEvent<UITabBar, int> { } [FormerlySerializedAs("onChanged")] [SerializeField] private ChangedEvent m_OnChanged = new ChangedEvent(); private void Awake() { ChangeTabButton(defaultTabIndex); } // 获取UITabButton public UITabButton GetTabButton(int index) { UITabButton tab=null; foreach(var btn in tabList) { if (btn.Index == index) { tab = btn; break; } } return tab; } // 强制切换选项 public void ChangeTabButton(int index) { UITabButton tab = GetTabButton(index); if (tab == prebutton) return; prebutton?.SetState(UITabButton.StateEnum.Normal); tab?.SetState(UITabButton.StateEnum.Selected); prebutton = tab; } // 设置红点提示 public void SetDotMark(int index, bool value) { UITabButton tab = GetTabButton(index); tab.SetDotMark(value); } // 切换检测,由UITabButton调用 public void ValidityCheck(UITabButton button) { if (prebutton == button) return; this.canceled = false; this.button = button; //调用外部切换校验函数 //如果外部不希望切换可设置canceled=true m_OnValidityCheck?.Invoke(this, button.Index); if (!canceled) { prebutton?.SetState(UITabButton.StateEnum.Normal); this.button.SetState(UITabButton.StateEnum.Selected); prebutton = button; m_OnChanged?.Invoke(this, button.Index); } } }
UITabButton.cs
using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; /// <summary> /// 选项卡按钮 /// </summary> public class UITabButton : MonoBehaviour, IPointerClickHandler { [SerializeField] private int m_Index; [SerializeField] private Image buttonImage; [SerializeField] private Sprite selectedSprite; [SerializeField] private Sprite normalSprite; [SerializeField] private Sprite disabledSprite; [SerializeField] private Image dotImage;//红点提示 [SerializeField] private Text m_Text; [SerializeField] private Color textNormalColor = Color.white; [SerializeField] private Color textSelectedColor = Color.white; [SerializeField] private Color textDisabledColor = Color.white; [SerializeField] private GameObject panel; [SerializeField] private UITabBar tabBar; [SerializeField] private StateEnum m_State; public enum StateEnum { Normal, Selected, Disabled } public int Index { get { return m_Index; } } private void Awake() { UpdateDisplay(); } public void OnPointerClick(PointerEventData eventData) { Debug.Log(gameObject.name); tabBar.ValidityCheck(this); } // 更新显示 private void UpdateDisplay() { switch(m_State) { case StateEnum.Normal: buttonImage.enabled = (normalSprite != null); buttonImage.sprite = normalSprite; if (m_Text != null) { m_Text.color = textNormalColor; m_Text.SetAllDirty(); } if (panel != null) panel?.SetActive(false); break; case StateEnum.Selected: buttonImage.enabled = (selectedSprite != null); buttonImage.sprite = selectedSprite; if (m_Text != null) m_Text.color = textSelectedColor; if (panel != null) panel?.SetActive(true); break; case StateEnum.Disabled: buttonImage.enabled = (disabledSprite != null); buttonImage.sprite = disabledSprite; if (m_Text != null) m_Text.color = textDisabledColor; if (panel != null) panel?.SetActive(false); break; } } // 设置按钮状态 public void SetState(StateEnum state) { m_State = state; UpdateDisplay(); } // 设置红点提示 public void SetDotMark(bool value) { dotImage?.gameObject.SetActive(value); } }
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