zl程序教程

您现在的位置是:首页 >  其他

当前栏目

Unity & 蓝湖 关于UI工作流优化的思考

ampUI 优化 关于 工作 Unity 思考
2023-09-27 14:19:52 时间

        我们Unity项目关于UI界面制作的工作流是这样的,UI设计人员将设计好的UI界面在Adobe XD中上传至蓝湖,Unity程序猿从蓝湖中下载切图资源包导入项目工程中,根据蓝湖中的效果图、样式信息进行界面的搭建:

例如这张首页UI中的第一个按钮,其图层名称为"组646",位置为(209px,605px),大小为(225px,76px)

        首先可以看到位置信息中的685px是指这个图层到顶部的像素大小,可以判断其位置信息是在以左上角为原点的坐标系中的,而且在Unity中RectTransform组件以(0.5,0.5)为默认的轴心点,因此在考虑横坐标时需要计算上该图层宽度的一半,考虑纵坐标时需要计算上该图层高度的一半:

        以这个按钮图层为例,在Unity中我们将其RectTransform组件中的锚点设为左上角,Pivot轴心点使用默认的(0.5,0.5),则其横坐标则是209+225 * 0.5,纵坐标则是-(685 + 76 * 0.5),计算出结果为(321.5,-723):

        有了这样的换算关系后,基于能偷懒则偷懒的原则,我开始思考将其转化为自动化的过程,于是写了这样一个工具,只需要在工具中输入蓝湖中该图层的位置及大小信息,点击确定即可将该按钮设置正确的位置及大小: 

代码如下:

using UnityEngine;
using UnityEditor;
using UnityEngine.UI;

namespace SK.Framework
{
    public class LanHu : EditorWindow
    {
        [MenuItem("SKFramework/Tools/Lan Hu")]
        private static void Open()
        {
            GetWindow<LanHu>("蓝湖").Show();
        }

        private const float labelWidth = 60f;
        private float x;
        private float y;
        private float width;
        private float height;

        private void OnGUI()
        {
            //如果未选中任何物体 return
            if (Selection.activeTransform == null) return;
            RectTransform rt = Selection.activeTransform.GetComponent<RectTransform>();
            //如果选中的物体不是UI元素 return
            if (rt == null) return;

            GUILayout.Label("分辨率: 1920*1080");

            EditorGUILayout.Space();

            GUILayout.Label("样式信息", "BoldLabel");

            GUILayout.BeginHorizontal();
            GUILayout.Label("图层", GUILayout.Width(labelWidth));
            var image = rt.GetComponent<Image>();
            if (image != null && image.sprite != null) EditorGUILayout.TextField(image.sprite.name);
            else EditorGUILayout.HelpBox("未发现任何图层", MessageType.Warning);
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Label("位置", GUILayout.Width(labelWidth));
            x = EditorGUILayout.FloatField(x);
            GUILayout.Label("px");
            y = EditorGUILayout.FloatField(y);
            GUILayout.Label("px");
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Label("大小", GUILayout.Width(labelWidth));
            width = EditorGUILayout.FloatField(width);
            GUILayout.Label("px");
            height = EditorGUILayout.FloatField(height);
            GUILayout.Label("px");
            GUILayout.EndHorizontal();

            GUILayout.FlexibleSpace();

            if (GUILayout.Button("确定"))
            {
                //调整位置及大小
                rt.anchorMin = new Vector2(0, 1);
                rt.anchorMax = new Vector2(0, 1);
                rt.pivot = Vector2.one * .5f;
                rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, width);
                rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, height);
                rt.anchoredPosition = new Vector2(x + width / 2f, -(y + height / 2f));

                //调整完成后自动设置锚点
                RectTransform prt = rt.parent as RectTransform;
                Vector2 anchorMin = new Vector2(
                    rt.anchorMin.x + rt.offsetMin.x / prt.rect.width,
                    rt.anchorMin.y + rt.offsetMin.y / prt.rect.height);
                Vector2 anchorMax = new Vector2(
                    rt.anchorMax.x + rt.offsetMax.x / prt.rect.width,
                    rt.anchorMax.y + rt.offsetMax.y / prt.rect.height);
                rt.anchorMin = anchorMin;
                rt.anchorMax = anchorMax;
                rt.offsetMin = rt.offsetMax = Vector2.zero;

                EditorUtility.SetDirty(rt);
            }
        }

        private void OnSelectionChange()
        {
            Repaint();
        }
    }
}

        以上是在这条偷懒路上的第一个产物,它依然需要手动输入图层的位置、大小信息,随后发现了蓝湖中的这些样式信息是可以点击复制的:

        于是我开始思考将float类型的输入框改为string类型的输入框,将复制来的信息直接粘贴到输入框中,只需要将字符串的最后两个字符px移除,再将其转化为float类型即可,于是有了第二个产物:

代码如下:

using UnityEngine;
using UnityEditor;
using UnityEngine.UI;

namespace SK.Framework
{
    public class LanHu : EditorWindow
    {
        [MenuItem("SKFramework/Tools/Lan Hu")]
        private static void Open()
        {
            GetWindow<LanHu>("蓝湖").Show();
        }

        private const float labelWidth = 60f;
        private string x;
        private string y;
        private string w;
        private string h;

        private void OnGUI()
        {
            //如果未选中任何物体 return
            if (Selection.activeTransform == null) return;
            RectTransform rt = Selection.activeTransform.GetComponent<RectTransform>();
            //如果选中的物体不是UI元素 return
            if (rt == null) return;

            GUILayout.Label("分辨率: 1920*1080");

            EditorGUILayout.Space();

            GUILayout.Label("样式信息", "BoldLabel");

            GUILayout.BeginHorizontal();
            GUILayout.Label("图层", GUILayout.Width(labelWidth));
            var image = rt.GetComponent<Image>();
            if (image != null && image.sprite != null) EditorGUILayout.TextField(image.sprite.name);
            else EditorGUILayout.HelpBox("未发现任何图层", MessageType.Warning);
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Label("位置", GUILayout.Width(labelWidth));
            x = EditorGUILayout.TextField(x);
            y = EditorGUILayout.TextField(y);
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Label("大小", GUILayout.Width(labelWidth));
            w = EditorGUILayout.TextField(w);
            h = EditorGUILayout.TextField(h);
            GUILayout.EndHorizontal();

            GUILayout.FlexibleSpace();

            if (GUILayout.Button("确定"))
            {
                float.TryParse(x.Replace(x.Substring(x.Length - 2, 2), string.Empty), out float xValue);
                float.TryParse(y.Replace(y.Substring(y.Length - 2, 2), string.Empty), out float yValue);
                float.TryParse(w.Replace(w.Substring(w.Length - 2, 2), string.Empty), out float wValue);
                float.TryParse(h.Replace(h.Substring(h.Length - 2, 2), string.Empty), out float hValue);

                //调整位置及大小
                rt.anchorMin = new Vector2(0, 1);
                rt.anchorMax = new Vector2(0, 1);
                rt.pivot = Vector2.one * .5f;
                rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, wValue);
                rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, hValue);
                rt.anchoredPosition = new Vector2(xValue + wValue / 2f, -(yValue + hValue / 2f));

                //调整完成后自动设置锚点
                RectTransform prt = rt.parent as RectTransform;
                Vector2 anchorMin = new Vector2(
                    rt.anchorMin.x + rt.offsetMin.x / prt.rect.width,
                    rt.anchorMin.y + rt.offsetMin.y / prt.rect.height);
                Vector2 anchorMax = new Vector2(
                    rt.anchorMax.x + rt.offsetMax.x / prt.rect.width,
                    rt.anchorMax.y + rt.offsetMax.y / prt.rect.height);
                rt.anchorMin = anchorMin;
                rt.anchorMax = anchorMax;
                rt.offsetMin = rt.offsetMax = Vector2.zero;

                EditorUtility.SetDirty(rt);
            }
        }

        private void OnSelectionChange()
        {
            Repaint();
        }
    }
}

        有了上面的工具后,我又开始了这样的思考,如果我们可以直接拿到一个界面中所有图层的样式信息,包括图层名称、位置信息、大小信息,这些信息形成一个Json数据或其他序列化数据文件,那么便可以通过编写工具一键生成这个界面的Prefab预制体。那么我们只需要定义这样一个数据结构,通过数据反序列化得到这些信息:

public class Element
{
    //图层名称
    public string name;
    //横坐标
    public string x;
    //纵坐标
    public string y;
    //宽度
    public string width;
    //高度
    public string height;
    //不透明度
    public string alpha;
}

        于是我开始向UI设计的同事咨询,他们从设计到上传蓝湖有没有中间产物生成,能不能从中间产物中获取一些有用的信息,但是同事回应说是通过插件直接从Adobe XD上传至蓝湖,因此这条路便行不通了。但是后来我觉得既然能有上传蓝湖这样的插件,那么编写一个生成数据文件的插件完全有可能吧,只不过没人去做这件事,所以我还是觉得这个想法是行得通的,奈何自己做不来。随后我又从前端着手,咨询了一些朋友,能否在蓝湖页面中获取这些信息,最后也是不了了之。

        最终只能在Unity中去着手,将更多的工作量通过自动化去完成,于是又有了这样的思路:记录切图所在的文件夹的路径,从蓝湖中复制粘贴界面中所有图层的样式信息,点击生成,通过图层的名称在切图所在的文件夹中加载该切图,创建一个Image物体,通过图层的位置、大小信息去设置该物体的Rect Transform组件属性,最终生成prefab预制体:  

代码如下:

using System;
using UnityEngine;
using UnityEditor;
using UnityEngine.UI;
using System.Collections.Generic;

namespace SK.Framework
{
    public class LanHu : EditorWindow
    {
        [MenuItem("SKFramework/Tools/Lan Hu")]
        private static void Open()
        {
            GetWindow<LanHu>("蓝湖").Show();
        }

        private class Element
        {
            public string name;
            public string x;
            public string y;
            public string width;
            public string height;
            public string alpha;
        }

        private string path;
        private List<Element> elements;
        private const float labelWidth = 60f;
        private Vector2 scroll;

        private void OnEnable()
        {
            elements = new List<Element>();
            scroll = Vector2.zero;
        }
        private void OnDisable()
        {
            elements.Clear();
            elements = null;
        }
        private void OnGUI()
        {
            GUILayout.BeginHorizontal();
            GUILayout.Label("切图文件夹路径:", GUILayout.Width(100f));
            EditorGUILayout.TextField(path);
            if(GUILayout.Button("浏览", GUILayout.Width(40f)))
            {
                //Assets相对路径
                path = EditorUtility.OpenFolderPanel("选择切图文件夹", "", "").Replace(Application.dataPath, "Assets");
            }
            GUILayout.EndHorizontal();

            scroll = EditorGUILayout.BeginScrollView(scroll);
            for (int i = 0; i < elements.Count; i++)
            {
                var element = elements[i];

                GUILayout.BeginVertical("Box");

                GUILayout.BeginHorizontal();
                GUILayout.Label("图层", GUILayout.Width(labelWidth));
                element.name = EditorGUILayout.TextField(element.name);
                if (GUILayout.Button("-", GUILayout.Width(20f)))
                {
                    elements.RemoveAt(i);
                    Repaint();
                }
                GUILayout.EndHorizontal();

                GUILayout.BeginHorizontal();
                GUILayout.Label("位置", GUILayout.Width(labelWidth));
                element.x = EditorGUILayout.TextField(element.x);
                element.y = EditorGUILayout.TextField(element.y);
                GUILayout.EndHorizontal();

                GUILayout.BeginHorizontal();
                GUILayout.Label("大小", GUILayout.Width(labelWidth));
                element.width = EditorGUILayout.TextField(element.width);
                element.height = EditorGUILayout.TextField(element.height);
                GUILayout.EndHorizontal();

                GUILayout.BeginHorizontal();
                GUILayout.Label("透明", GUILayout.Width(labelWidth));
                element.alpha = EditorGUILayout.TextField(element.alpha);
                GUILayout.EndHorizontal();

                GUILayout.EndVertical();
            }
            EditorGUILayout.EndScrollView();

            GUILayout.FlexibleSpace();

            GUILayout.BeginHorizontal();
            if (GUILayout.Button("添加"))
            {
                elements.Add(new Element());
            }

            if (GUILayout.Button("生成"))
            {
                //Canvas
                var array = path.Split('/');
                var canvas = new GameObject(array[array.Length - 1]).AddComponent<Canvas>();
                canvas.renderMode = RenderMode.ScreenSpaceCamera;
                var canvasScaler = canvas.gameObject.AddComponent<CanvasScaler>();
                canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
                canvasScaler.referenceResolution = new Vector2(1920f, 1080f);

                for (int i = 0; i < elements.Count; i++)
                {
                    var element = elements[i];
                    string spritePath = path + "/" + element.name + "@2x.png";
                    var obj = AssetDatabase.LoadAssetAtPath<Sprite>(spritePath);
                    if (obj != null)
                    {
                        var image = new GameObject(obj.name).AddComponent<Image>();
                        image.transform.SetParent(canvas.transform, false);
                        image.sprite = obj;
                        RectTransform rt = image.transform as RectTransform;

                        float.TryParse(element.x.Replace(element.x.Substring(element.x.Length - 2, 2), string.Empty), out float xValue);
                        float.TryParse(element.y.Replace(element.y.Substring(element.y.Length - 2, 2), string.Empty), out float yValue);
                        float.TryParse(element.width.Replace(element.width.Substring(element.width.Length - 2, 2), string.Empty), out float wValue);
                        float.TryParse(element.height.Replace(element.height.Substring(element.height.Length - 2, 2), string.Empty), out float hValue);

                        //调整位置及大小
                        rt.anchorMin = new Vector2(0, 1);
                        rt.anchorMax = new Vector2(0, 1);
                        rt.pivot = Vector2.one * .5f;
                        rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, wValue);
                        rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, hValue);
                        rt.anchoredPosition = new Vector2(xValue + wValue / 2f, -(yValue + hValue / 2f));

                        //调整完成后自动设置锚点
                        RectTransform prt = rt.parent as RectTransform;
                        Vector2 anchorMin = new Vector2(
                            rt.anchorMin.x + rt.offsetMin.x / prt.rect.width,
                            rt.anchorMin.y + rt.offsetMin.y / prt.rect.height);
                        Vector2 anchorMax = new Vector2(
                            rt.anchorMax.x + rt.offsetMax.x / prt.rect.width,
                            rt.anchorMax.y + rt.offsetMax.y / prt.rect.height);
                        rt.anchorMin = anchorMin;
                        rt.anchorMax = anchorMax;
                        rt.offsetMin = rt.offsetMax = Vector2.zero;
                    }
                    else
                    {
                        Debug.Log($"<color=yellow>加载切图失败 {spritePath}</color>");
                    }
                }

                var prefab = PrefabUtility.SaveAsPrefabAsset(canvas.gameObject, $"Assets/{canvas.name}.prefab", out bool result);
                if (!result)
                {
                    Debug.Log($"<color=yellow>生成预制体失败 {canvas.name}</color>");
                }
                else
                {
                    EditorGUIUtility.PingObject(prefab);
                }
            }
            GUILayout.EndHorizontal();
        }
    }
}