As a result of these days of work, the study of the next use of Ugui to make novice guidelines. There are many ways to achieve this effect, all using it again, and finally feeling this method is better. We need to create a canvas and then create a button under the canvas that needs to be referenced by a new finger.
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Then add 2 components to the button that needs to be novice, one is Graphic raycaster and canvas, Graphic raycaster is used to accept can interact, canvas is changed display, remember we need a mask here, Just use an image to do it.
Then we add these 2 components to this 4 button, because here I am the test so I need a running game there is a button is highlighted state, so I use the code under control, and then we also need a novice guide inside the gesture instructions, this is instantiated.
Binding script UI Controller inside
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Here is the test code:
Using Unityengine;
Using Unityengine.ui;
Using System.Collections;
Using System.Collections.Generic;
public class Newbieguidetest:monobehaviour
{
public bool Isguider = FALSE;
public Image instructions;
Public list<button> guidebtn;
void Start ()
{
Image go = gameobject.instantiate (instructions) as Image;
Go.transform.SetParent (Guidebtn[0].transform);
Go.transform.localPosition = Vector3.zero;
Go.transform.localScale = Vector3.one;
Guidebtn[0]. Getcomponent<canvas> (). Overridesorting = true;
Guidebtn[0]. Getcomponent<canvas> (). Sortingorder = 4;
}
public void beginguide (int value)
{
Switch (value)
{
Case 0:
Destroy (Gameobject.find ("Instructionsimage (Clone)");
CHANGGUIDEBTN (value);
Generateinstructions (value);
Break
Case 1:
Destroy (Gameobject.find ("Instructionsimage (Clone)");
CHANGGUIDEBTN (value);
Generateinstructions (value);
Break
Case 2:
Destroy (Gameobject.find ("Instructionsimage (Clone)");
CHANGGUIDEBTN (value);
Generateinstructions (value);
Break
Case 3:
Break
}
}
public void generateinstructions (int value)
{
Image go = gameobject.instantiate (instructions) as Image;
Go.transform.SetParent (Guidebtn[value+1].transform);
Go.transform.localPosition = Vector3.zero;
Go.transform.localScale = Vector3.one;
}
public void changguidebtn (int value)
{
Guidebtn[value]. Getcomponent<canvas> (). Overridesorting = false;
Guidebtn[value]. Getcomponent<canvas> (). Sortingorder =-1;
Guidebtn[value + 1]. Getcomponent<canvas> (). Overridesorting = true;
Guidebtn[value + 1]. Getcomponent<canvas> (). Sortingorder = 2;
}
}
:
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There are other ways to change the depth, by Setsiblingindex There is also a component that can be used by the canvas Group, so that you can see the API, the usage of these components.
This article is from "Cool Little Joe" blog, please be sure to keep this source http://5152481.blog.51cto.com/5142481/1630689
Guide to Making hand Tour novice with Ugui