Unity學習筆記(5) --- Unity的界面排版:AutoLayout詳解——關于高度height的計算

ikog7018 8年前發布 | 23K 次閱讀 iOS開發 移動開發

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。大笑

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


1-1


1-2

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


1-3

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)


flexibleHeight示意圖

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


ILayoutElement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。

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