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我有我的菜單腳本的編碼功能,允許組成菜單的按鈕通過導航(通過使用GUI.FocusControl()更改焦點從按鈕到按鈕)。但是,我很困惑如何「激活」/「選擇」當前關注的按鈕。理想情況下,用戶可以上下瀏覽菜單,並在用戶選擇他或她想要的選項時按下「輸入」。任何建議都會很棒。Unity3D圖形用戶界面鍵盤導航
我有我的菜單腳本的編碼功能,允許組成菜單的按鈕通過導航(通過使用GUI.FocusControl()更改焦點從按鈕到按鈕)。但是,我很困惑如何「激活」/「選擇」當前關注的按鈕。理想情況下,用戶可以上下瀏覽菜單,並在用戶選擇他或她想要的選項時按下「輸入」。任何建議都會很棒。Unity3D圖形用戶界面鍵盤導航
我花了一段時間才弄清楚如何做到這一點,但最終我找到了解決方案。如果你仍然在尋找答案,那麼我就是這樣做的。基本上你想使用GUI類的SelctionGrid函數。你可以把一個峯值here,看看它是如何工作,但這裏的一些代碼的你所要求的工作例如:
#pragma strict
@script ExecuteInEditMode;
var selGridInt : int = 0; //This integer is the index of the button we are hovering above or have selected
var selStrings : String[] = ["Grid 1", "Grid 2", "Grid 3", "Grid 4"];
private var maxButton : int; // The total number of buttons in our grid
function Start()
{
maxButton = selStrings.Length; // Set the total no. of buttons to our String array size
}
function Update()
{
// Get keyboard input and increase or decrease our grid integer
if(Input.GetKeyUp(KeyCode.UpArrow))
{
// Here we want to create a wrap around effect by resetting the selGridInt if it exceeds the no. of buttons
if(selGridInt > 0)
{
selGridInt--;
}
else
{
selGridInt = maxButton - 1;
}
}
if(Input.GetKeyUp(KeyCode.DownArrow))
{
// Create the same wrap around effect as above but alter for down arrow
if(selGridInt < (maxButton-1))
{
selGridInt++;
}
else
{
selGridInt = 0;
}
}
if(Input.GetKeyUp(KeyCode.Return))
{
switch(selGridInt)
{
case 0: Debug.Log("Button "+(selGridInt + 1)+ " pressed.");
break;
case 1: Debug.Log("Button "+(selGridInt + 1)+" pressed.");
break;
case 2: Debug.Log("Button "+(selGridInt + 1)+ " pressed.");
break;
case 3: Debug.Log("Button "+(selGridInt + 1)+ " pressed.");
break;
}
}
}
function OnGUI()
{
selGridInt = GUI.SelectionGrid (Rect (Screen.width/2-75, Screen.height/2-25, 150, 200), selGridInt, selStrings, 1);
}
的統一標記是微軟統一。請不要濫用它。 –