(4) unity4.6Ugui Chinese Document ------- overview-UGUI Visual Components, unity4.6ugui-ugui
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3. Visual Components
New components and Game objects have been added to uGUI, allowing and easily creating GUI-specific features. This section describes the basis for creating new game objects.
Text 3.1
TheTextA component, also known as a tag, hasTextArea is used to enter the text to be displayed. It is a configurable font, Font Style, font size, and whether to use RichText.
Alignment of the text, automatic Wrap mode, and other options. The automatic line feed mode specifies what will happen when the label text cannot be contained if it is too large. The automatic line feed option means that the text will wrap to the next line, but it must be displayed in a space. Otherwise, any text beyond the rectangle will be cleared and not displayed, and Overflow will not wrap, A row cannot be placed on the external display. Truncate truncation exists vertically. The ResizeBounds option makes it suitable for the text size and automatic and dynamic labels. The final Best option scales the text size to fit the label height and width, and then it is wrapped like it is.
Currently, the text effect is limited, but a shadow with a specified color is created around the text. direction/distance can also be defined.
3.2 Image
Switch to an object with the Rect Transform component and Image component. A sprite can be applied to the SourceImage field under the Image component, and the main Color is set in the Color field. A material can also be used for Image components. The image type field defines how to display the genie of an application. The options include:
· SimpleSimple-The entire Sprite is displayed in the same size.
· SlicedCutting-Use 3x3The genie splits to adjust the size of the non-deformed corner.
· TiledTile-The boundaries of repeated genie game objects.
· FilledFill-Display Genie and SimpleIn addition to defining the direction, method, and quantity starting from the origin. Set Native SizeThis option (No)Set the original image size to the original sprite size. c.Value
Images can be imported as a uGUI genie, and Sprite (2D/uGUI) can be set by selecting from TextureType ). Compared with the old GUI genie, Sprites has been expanded. The biggest difference is the addition of sprite editor. The sprite editor provides the 9-slice option for the image, which divides the image into 9 regions so that it is used to adjust the sprite's hour-level corner without stretching or twisting.
Raw Image
The Image component requires an genie, but the Raw Image requires a texture (borderless ). It is necessary to use Raw Image unless the Image is applicable in most cases.
Mask
The mask is an invisible UI control and is used to modify the appearance of the child element of the control. The mask limits the shape of child elements in the parent object. Therefore, if the child is greater than the parent, only the portion within the parent is visible.
Effects
TODO describe how effects areused and what they can be applied.
Shadow
TODO
Outline
TODO
Position As UV1
TODO