Unity學習筆記(5) --- Unity的界面排版:AutoLayout詳解——關于高度height的計算
來自: http://blog.csdn.net//likendsl/article/details/50556749
該文轉自:原文鏈接,寫的是深入淺出,如果你也覺得精彩,可以移步去打賞一下。
首先看一個例子,新建一個Panel,在下面添加兩個Button,分別命名為Button、Button2。
1、給Panel添加一個VerticalLayoutGroup組件,ChildForceExpand屬性中勾上Width。
2、給Button、Button2添加LayoutElement組件,其中Button的FlexibleHeight設置為0.3,Button2的FlexibleHeight設置為0.1
3、將Panel的高度設置為100


這時我們發現,Button的高度是70,Button2的高度是30。奇怪,這個高度是怎么算出來的呢?
網上搜索一番,竟然很少有人討論uGUI的AutoLayout,尤其是flexibleWidth/Height屬性的意義,官方文檔也語焉不詳。這時只能放大招了,uGUI已經開源,索性把代碼拉下來看看到底怎么實現的。下面是托管代碼的地址:
https://bitbucket.org/Unity-Technologies/ui
uGUI的AutoLayout有三個核心接口,定義在ILayoutElement.cs文件中:
ILayoutElement
ILayoutController
ILayoutIgnorer
結構很清晰,由ILayoutElement提供布局信息,ILayoutController來控制布局,ILayoutIgnore提供給UI忽略AutoLayout的能力。
例子中使用的VerticalLayoutGroup繼承自HorizontalOrVerticalLayoutGroup,這個類實現了布局的核心邏輯,代碼量不多,我就直接貼上來了
protected void CalcAlongAxis(int axis, bool isVertical) { float combinedPadding = (axis == 0 ? padding.horizontal : padding.vertical); float totalMin = combinedPadding; float totalPreferred = combinedPadding; float totalFlexible = 0; bool alongOtherAxis = (isVertical ^ (axis == 1)); for (int i = 0; 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); if ((axis == 0 ? childForceExpandWidth : childForceExpandHeight)) flexible = Mathf.Max(flexible, 1); if (alongOtherAxis) { totalMin = Mathf.Max(min + combinedPadding, totalMin); totalPreferred = Mathf.Max(preferred + combinedPadding, totalPreferred); totalFlexible = Mathf.Max(flexible, totalFlexible); } else { totalMin += min + spacing; totalPreferred += preferred + spacing; // Increment flexible size with element's flexible size. totalFlexible += flexible; } } if (!alongOtherAxis && rectChildren.Count > 0) { totalMin -= spacing; totalPreferred -= spacing; } totalPreferred = Mathf.Max(totalMin, totalPreferred); SetLayoutInputForAxis(totalMin, totalPreferred, totalFlexible, axis); } protected void SetChildrenAlongAxis(int axis, bool isVertical) { float size = rectTransform.rect.size[axis]; bool alongOtherAxis = (isVertical ^ (axis == 1)); if (alongOtherAxis) { float innerSize = size - (axis == 0 ? padding.horizontal : padding.vertical); for (int i = 0; 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); if ((axis == 0 ? childForceExpandWidth : childForceExpandHeight)) flexible = Mathf.Max(flexible, 1); float requiredSpace = Mathf.Clamp(innerSize, min, flexible > 0 ? size : preferred); float startOffset = GetStartOffset(axis, requiredSpace); SetChildAlongAxis(child, axis, startOffset, requiredSpace); } } else { float pos = (axis == 0 ? padding.left : padding.top); if (GetTotalFlexibleSize(axis) == 0 && GetTotalPreferredSize(axis) < size) pos = GetStartOffset(axis, GetTotalPreferredSize(axis) - (axis == 0 ? padding.horizontal : padding.vertical)); float minMaxLerp = 0; if (GetTotalMinSize(axis) != GetTotalPreferredSize(axis)) minMaxLerp = Mathf.Clamp01((size - GetTotalMinSize(axis)) / (GetTotalPreferredSize(axis) - GetTotalMinSize(axis))); float itemFlexibleMultiplier = 0; if (size > GetTotalPreferredSize(axis)) { if (GetTotalFlexibleSize(axis) > 0) itemFlexibleMultiplier = (size - GetTotalPreferredSize(axis)) / GetTotalFlexibleSize(axis); } for (int i = 0; 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); if ((axis == 0 ? childForceExpandWidth : childForceExpandHeight)) flexible = Mathf.Max(flexible, 1); float childSize = Mathf.Lerp(min, preferred, minMaxLerp); childSize += flexible * itemFlexibleMultiplier; SetChildAlongAxis(child, axis, pos, childSize); pos += childSize + spacing; } } }
其中SetChildrenAlongAxis方法清晰地闡釋了minHeight,preferredHeight,flexibleHeight的涵義。
為了幫助理解,我們先定義幾個概念。我們把當前UI所有同級并參與自動布局的組件的preferredHeight總和稱為totalPreferredHeight,minHeight的總和稱為totalMinHeight,父UI的真實高度稱為realHeight。總結如下:
1、minHeight
在自動布局中,此UI最小高度不會小于minHeight。這個參數定義了realHeight < totalMinHeight時,當前子UI的height為minHeight。
2、preferredHeight
可以理解為,UI自身希望的高度。
當totalMinHeight < realHeight < totalPreferredHeight時,realHeight處于totalMinHeight和totalPreferredHeight之間一定百分比,把這個比例應用到每一個接受自動布局的子UI上,即是我們最終得到的效果

3、flexibleHeight
當realHeight > totalPreferredHeight時,父UI會剩下一部分高度。flexibleHeight就是告訴AutoLayout系統,應該怎么瓜分剩下的高度,使子UI填充滿父UI。flexibleHeight默認是-1,不會進行擴充。當flexibleHeight > 0時,flexibleHeight值作為權重來計算當前子UI最終的高度,公式如下:
height = preferredHeight + (flexibleHeight / totalFlexibleHeight) * (realHeight - totalPreferredHeight)

弄清楚這些概念后,我們再看一下文章開頭的例子。
button1的flexibleHeight=0.3,button2的flexibleHeight=0.1,minHeight和preferredHeight都沒有設置,按道理高度應該分別是75、25。為什么會出現70、30?
查一下ILayoutElement的實現類

發現Image和Text實現了ILayoutElement,而我們的按鈕中默認是有一個Image組件的,用腳本獲取這個Image然后打印它的preferredHeight,發現等于10
再套用flexibleHeight的計算公式:
Button1:10 + 0.3/0.4 (100 - 20) = 70
Button2:10 + 0.1/0.4 (100 - 20) = 30
這里有個問題,一個GameObject上掛載兩個ILayoutElement組件,是怎么決定用哪個的?這個可以在LayoutUtility.cs中找到答案:
LayoutUtility.cs
public static float GetLayoutProperty(RectTransform rect, System.Func<ILayoutElement, float> property, float defaultValue, out ILayoutElement source) { source = null; if (rect == null) return 0; float min = defaultValue; int maxPriority = System.Int32.MinValue; var components = ComponentListPool.Get(); rect.GetComponents(typeof(ILayoutElement), components); for (int i = 0; i < components.Count; i++) { var layoutComp = components[i] as ILayoutElement; if (layoutComp is Behaviour && (!(layoutComp as Behaviour).enabled || !(layoutComp as Behaviour).isActiveAndEnabled)) continue; int priority = layoutComp.layoutPriority; // If this layout components has lower priority than a previously used, ignore it. if (priority < maxPriority) continue; float prop = property(layoutComp); // If this layout property is set to a negative value, it means it should be ignored. if (prop < 0) continue; // If this layout component has higher priority than all previous ones, // overwrite with this one's value. if (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. else if (prop > min) { min = prop; source = layoutComp; } } ComponentListPool.Release(components); return min; }
原來LayoutElement有一個layoutPriority屬性用來決定優先級,這個屬性暫時還沒有在編輯器中暴露,也許后續版本會加強這方面的能力。
AutoLayout系統會選用優先級最高的ILayoutElement里相應屬性返回。Image和Text的優先級默認是0,LayoutElement默認優先級是1。所以正常情況會使用LayoutElement中的設置,但我們的例子中,LayoutElement沒有設置preferredHeight,LayoutElement里布局相關的初始值都是-1,所以還是使用了Image的preferredHeight:10。
【結語】
其實,只要官方文檔描述詳細一些,根本沒必要浪費時間去查這個來龍去脈。這幾天在學習swift,蘋果人性化的Programming Guide加上iBooks的配合,使得學習這門語言真是件輕松愉快的事情。相比之下,Unity簡直是在虐待開發者。Unity、Unreal、Cryengine等最近也為爭市場弄得頭破血流,除了降價開源提供新特性之外,完善文檔也是不容忽視的工作,畢竟開發者才是這些廠商真正的衣食父母。