Unity3D :创建滑动切换自定义控件

推荐:将NSDT场景编辑器就加入你的3D工具链
3D工具集:NSDT简石数字孪生

创建滑动切换自定义控件

版本: 2021.2

此示例演示如何创建切换的“类似开关”变体。

示例概述

该示例创建一个自定义控件:用户可以使用鼠标、键盘、游戏板和其他设备翻转的切换开关。它带有一个标签,可以描述切换所代表的内容。

您可以在此 GitHub 存储库中找到此示例创建的已完成文件。

先决条件

对于熟悉 Unity 编辑器、UI 工具包和 C# 脚本的开发人员来说,这是一个高级示例。Unity 建议您对以下概念有基本的了解:

  • 用户界面生成器
  • 可视化树
  • 用户体验
  • USS
  • 处理事件

创建幻灯片切换开关并设置其样式

使用 C# 脚本创建幻灯片切换类,并使用 USS 文件设置其样式。

  1. 使用 3D 模板创建 Unity 项目。对于此示例,3D 模板具有更好的视觉效果。但是,您可以使用任何模板。
  2. 创建一个名为用于存储文件的文件夹。slide-toggle
  3. 在该文件夹中,创建一个名为 的 C# 脚本。SlideToggleSlideToggle.cs

在文本编辑器中打开并用以下内容替换其内容:SlideToggle.cs

using UnityEngine;
using UnityEngine.UIElements;

namespace MyUILibrary
{
    // Derives from BaseField<bool> base class. Represents a container for its input part.
    public class SlideToggle : BaseField<bool>
    {
        public new class UxmlFactory : UxmlFactory<SlideToggle, UxmlTraits> { }

        public new class UxmlTraits : BaseFieldTraits<bool, UxmlBoolAttributeDescription> { }

        // In the spirit of the BEM standard, the SlideToggle has its own block class and two element classes. It also
        // has a class that represents the enabled state of the toggle.
        public static readonly new string ussClassName = "slide-toggle";
        public static readonly new string inputUssClassName = "slide-toggle__input";
        public static readonly string inputKnobUssClassName = "slide-toggle__input-knob";
        public static readonly string inputCheckedUssClassName = "slide-toggle__input--checked";

        VisualElement m_Input;
        VisualElement m_Knob;

        // Custom controls need a default constructor. This default constructor calls the other constructor in this
        // class.
        public SlideToggle() : this(null) { }

        // This constructor allows users to set the contents of the label.
        public SlideToggle(string label) : base(label, null)
        {
            // Style the control overall.
            AddToClassList(ussClassName);

            // Get the BaseField's visual input element and use it as the background of the slide.
            m_Input = this.Q(className: BaseField<bool>.inputUssClassName);
            m_Input.AddToClassList(inputUssClassName);
            Add(m_Input);

            // Create a "knob" child element for the background to represent the actual slide of the toggle.
            m_Knob = new();
            m_Knob.AddToClassList(inputKnobUssClassName);
            m_Input.Add(m_Knob);

            // There are three main ways to activate or deactivate the SlideToggle. All three event handlers use the
            // static function pattern described in the Custom control best practices.

            // ClickEvent fires when a sequence of pointer down and pointer up actions occurs.
            RegisterCallback<ClickEvent>(evt => OnClick(evt));
            // KeydownEvent fires when the field has focus and a user presses a key.
            RegisterCallback<KeyDownEvent>(evt => OnKeydownEvent(evt));
            // NavigationSubmitEvent detects input from keyboards, gamepads, or other devices at runtime.
            RegisterCallback<NavigationSubmitEvent>(evt => OnSubmit(evt));
        }

        static void OnClick(ClickEvent evt)
        {
            var slideToggle = evt.currentTarget as SlideToggle;
            slideToggle.ToggleValue();

            evt.StopPropagation();
        }

        static void OnSubmit(NavigationSubmitEvent evt)
        {
            var slideToggle = evt.currentTarget as SlideToggle;
            slideToggle.ToggleValue();

            evt.StopPropagation();
        }

        static void OnKeydownEvent(KeyDownEvent evt)
        {
            var slideToggle = evt.currentTarget as SlideToggle;

            // NavigationSubmitEvent event already covers keydown events at runtime, so this method shouldn't handle
            // them.
            if (slideToggle.panel?.contextType == ContextType.Player)
                return;

            // Toggle the value only when the user presses Enter, Return, or Space.
            if (evt.keyCode == KeyCode.KeypadEnter || evt.keyCode == KeyCode.Return || evt.keyCode == KeyCode.Space)
            {
                slideToggle.ToggleValue();
                evt.StopPropagation();
            }
        }

        // All three callbacks call this method.
        void ToggleValue()
        {
            value = !value;
        }

        // Because ToggleValue() sets the value property, the BaseField class dispatches a ChangeEvent. This results in a
        // call to SetValueWithoutNotify(). This example uses it to style the toggle based on whether it's currently
        // enabled.
        public override void SetValueWithoutNotify(bool newValue)
        {
            base.SetValueWithoutNotify(newValue);

            //This line of code styles the input element to look enabled or disabled.
            m_Input.EnableInClassList(inputCheckedUssClassName, newValue);
        }
    }
}

5. 在该文件夹中,创建一个名为 的 USS 文件。SlideToggleSlideToggle.uss

6. 在文本编辑器中打开,并将其内容替换为以下内容:SlideToggle.uss

.slide-toggle__input {
    background-color: var(--unity-colors-slider_groove-background);
    max-width: 25px;
    border-top-left-radius: 8px;
    border-bottom-left-radius: 8px;
    border-top-right-radius: 8px;
    border-bottom-right-radius: 8px;
    overflow: visible;
    border-left-width: 1px;
    border-right-width: 1px;
    border-top-width: 1px;
    border-bottom-width: 1px;
    border-right-color: var(--unity-colors-slider_thumb-border);
    border-top-color: var(--unity-colors-slider_thumb-border);
    border-bottom-color: var(--unity-colors-slider_thumb-border);
    max-height: 16px;
    margin-top: 10px;
    border-left-color: var(--unity-colors-slider_thumb-border);
    transition-property: background-color;
    transition-duration: 0.5s;
}

.slide-toggle__input-knob {
    height: 16px;
    width: 16px;
    background-color: var(--unity-colors-slider_thumb-background);
    position: absolute;
    border-top-left-radius: 25px;
    border-bottom-left-radius: 25px;
    border-top-right-radius: 25px;
    border-bottom-right-radius: 25px;
    top: -1px;
    transition-property: translate, background-color;
    transition-duration: 0.5s, 0.5s;
    translate: -1px 0;
    border-left-width: 1px;
    border-right-width: 1px;
    border-top-width: 1px;
    border-bottom-width: 1px;
    border-left-color: var(--unity-colors-slider_thumb-border);
    border-right-color: var(--unity-colors-slider_thumb-border);
    border-top-color: var(--unity-colors-slider_thumb-border);
    border-bottom-color: var(--unity-colors-slider_thumb-border);
}

.slide-toggle__input--checked {
    background-color: rgb(0, 156, 10);
}

.slide-toggle__input--checked > .slide-toggle__input-knob {
    translate: 8px 0;
}

.slide-toggle:focus .slide-toggle__input-knob {
    border-left-width: 1px;
    border-right-width: 1px;
    border-top-width: 1px;
    border-bottom-width: 1px;
    border-left-color: var(--unity-colors-input_field-border-focus);
    border-right-color: var(--unity-colors-input_field-border-focus);
    border-top-color: var(--unity-colors-input_field-border-focus);
    border-bottom-color: var(--unity-colors-input_field-border-focus);
}

3D建模学习工作室整理翻译,转载请注明出处!

上一篇:Unity3D :将自定义控件绑定到自定义数据类型 (mvrlink.com)

下一篇:Unity3D :创建径向进度指示器 (mvrlink.com)

NSDT场景编辑器 | NSDT 数字孪生 | GLTF在线编辑器 | 3D模型在线转换 | UnrealSynth虚幻合成数据生成器 | 3D模型自动纹理化工具
2023 power by nsdt©鄂ICP备2023000829号