添加画报相关功能

main
liuchunguang 2026-01-16 11:55:56 +08:00
parent 469dc2feda
commit 0ce259ef27
18 changed files with 4349 additions and 0 deletions

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using UnityEngine;
using UnityEngine.UI;
using System;
[RequireComponent(typeof(RectTransform))]
[ExecuteAlways] // 在编辑模式下也执行
public class BackgroundRelativePosition : MonoBehaviour
{
[Header("背景参考")]
[SerializeField] private RectTransform _background; // 参考背景
[Header("设计分辨率设置")]
[SerializeField] private Vector2 _designResolution = new Vector2(1920, 1080); // 设计分辨率
[Header("设计时位置")]
[SerializeField] private Vector2 _designPosition; // 在设计分辨率下的位置(相对于父节点中心)
[Header("相对位置模式")]
[SerializeField] private RelativeMode _relativeMode = RelativeMode.UV;
[Header("更新设置")]
[SerializeField] private bool _autoUpdate = true; // 自动更新
[SerializeField] private UpdateMode _updateMode = UpdateMode.OnStartAndResolutionChange;
private RectTransform _rectTransform;
private Vector2 _lastScreenSize;
private Vector2 _lastBackgroundSize;
public enum RelativeMode
{
UV, // 使用UV坐标0-1范围
PixelPerfect, // 像素完美缩放
AnchorBased // 基于锚点
}
public enum UpdateMode
{
OnStartAndResolutionChange,
EveryFrame,
Manual
}
#region 属性
/// <summary>
/// 背景参考
/// </summary>
public RectTransform Background
{
get => _background;
set
{
_background = value;
UpdatePosition();
}
}
/// <summary>
/// 设计时位置(在设计分辨率下相对于父节点中心的位置)
/// </summary>
public Vector2 DesignPosition
{
get => _designPosition;
set
{
_designPosition = value;
UpdatePosition();
}
}
/// <summary>
/// 设计分辨率
/// </summary>
public Vector2 DesignResolution
{
get => _designResolution;
set
{
_designResolution = value;
UpdatePosition();
}
}
/// <summary>
/// 获取当前相对位置UV坐标
/// </summary>
public Vector2 RelativeUV
{
get
{
if (_background == null || _rectTransform == null) return Vector2.zero;
// 计算当前相对于背景的UV坐标
Vector2 backgroundSize = _background.rect.size;
Vector2 relativePos = _rectTransform.anchoredPosition - _background.anchoredPosition;
return new Vector2(
(relativePos.x + backgroundSize.x * 0.5f) / backgroundSize.x,
(relativePos.y + backgroundSize.y * 0.5f) / backgroundSize.y
);
}
}
#endregion
#region Unity生命周期
private void Awake()
{
_rectTransform = GetComponent<RectTransform>();
_lastScreenSize = new Vector2(Screen.width, Screen.height);
// 如果没有设置背景,尝试从父对象获取
if (_background == null)
{
Transform parent = transform.parent;
if (parent != null)
{
_background = parent.GetComponent<RectTransform>();
}
}
}
private void Start()
{
if (_updateMode == UpdateMode.OnStartAndResolutionChange)
{
UpdatePosition();
}
}
private void Update()
{
if (!_autoUpdate) return;
switch (_updateMode)
{
case UpdateMode.EveryFrame:
UpdatePosition();
break;
case UpdateMode.OnStartAndResolutionChange:
CheckResolutionChange();
break;
}
}
private void OnRectTransformDimensionsChange()
{
if (_autoUpdate && _updateMode != UpdateMode.Manual)
{
UpdatePosition();
}
}
#if UNITY_EDITOR
private void OnValidate()
{
// 在编辑器模式下验证时更新
if (_rectTransform == null)
_rectTransform = GetComponent<RectTransform>();
if (Application.isPlaying || UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
{
return;
}
// 编辑器模式下,参数改变时更新
UnityEditor.EditorApplication.delayCall += () =>
{
if (this != null && _autoUpdate)
{
UpdatePosition();
}
};
}
#endif
#endregion
#region 核心方法
/// <summary>
/// 更新Item位置
/// </summary>
public void UpdatePosition()
{
if (_background == null || _rectTransform == null)
{
Debug.LogWarning("BackgroundRelativePosition: 背景或RectTransform未设置", this);
return;
}
// 保存原始锚点
Vector2 originalAnchorMin = _rectTransform.anchorMin;
Vector2 originalAnchorMax = _rectTransform.anchorMax;
Vector2 originalPivot = _rectTransform.pivot;
try
{
// 根据模式计算位置
Vector2 newPosition = CalculatePosition();
// 设置位置
_rectTransform.anchoredPosition = newPosition;
// 记录背景大小变化
_lastBackgroundSize = _background.rect.size;
}
finally
{
// 恢复原始锚点设置
_rectTransform.anchorMin = originalAnchorMin;
_rectTransform.anchorMax = originalAnchorMax;
_rectTransform.pivot = originalPivot;
}
}
/// <summary>
/// 计算当前位置
/// </summary>
private Vector2 CalculatePosition()
{
switch (_relativeMode)
{
case RelativeMode.UV:
return CalculateUVPosition();
case RelativeMode.PixelPerfect:
return CalculatePixelPerfectPosition();
case RelativeMode.AnchorBased:
return CalculateAnchorBasedPosition();
default:
return CalculateUVPosition();
}
}
/// <summary>
/// 使用UV模式计算位置
/// </summary>
private Vector2 CalculateUVPosition()
{
// 获取背景实际大小
Vector2 backgroundSize = _background.rect.size;
if (backgroundSize.x <= 0 || backgroundSize.y <= 0)
{
Debug.LogWarning("BackgroundRelativePosition: 背景大小为0", this);
return _rectTransform.anchoredPosition;
}
// 计算设计分辨率下item相对于设计背景的相对位置以背景中心为原点
// _designPosition是相对于父节点中心的位置
// 假设在设计分辨率下,背景也是相对于父节点中心居中的
// 那么item相对于背景的偏移 = _designPosition - 背景位置偏移
// 但如果背景居中,背景位置偏移 = (0, 0)
Vector2 relativeToDesignBackground = _designPosition;
// 计算相对位置的比例(相对于设计背景大小)
Vector2 relativeRatio = new Vector2(
relativeToDesignBackground.x / _designResolution.x,
relativeToDesignBackground.y / _designResolution.y
);
// 应用该比例到当前背景,得到相对于当前背景中心的位置
Vector2 relativePos = new Vector2(
relativeRatio.x * backgroundSize.x,
relativeRatio.y * backgroundSize.y
);
// 加上背景的实际位置,得到相对于父节点的最终位置
return _background.anchoredPosition + relativePos;
}
/// <summary>
/// 使用像素完美模式计算位置
/// </summary>
private Vector2 CalculatePixelPerfectPosition()
{
// 获取背景实际大小
Vector2 backgroundSize = _background.rect.size;
Vector2 designBackgroundSize = _designResolution;
// 计算缩放比例
float scaleX = backgroundSize.x / designBackgroundSize.x;
float scaleY = backgroundSize.y / designBackgroundSize.y;
// 应用缩放
Vector2 scaledPosition = new Vector2(
_designPosition.x * scaleX,
_designPosition.y * scaleY
);
// 加上背景的位置偏移
return _background.anchoredPosition + scaledPosition;
}
/// <summary>
/// 使用锚点模式计算位置
/// </summary>
private Vector2 CalculateAnchorBasedPosition()
{
// 将设计位置转换为锚点值
Vector2 designUV = new Vector2(
(_designPosition.x + _designResolution.x * 0.5f) / _designResolution.x,
(_designPosition.y + _designResolution.y * 0.5f) / _designResolution.y
);
// 直接设置锚点这会改变RectTransform的布局方式
_rectTransform.anchorMin = designUV;
_rectTransform.anchorMax = designUV;
_rectTransform.pivot = new Vector2(0.5f, 0.5f);
// 返回背景位置
return _background.anchoredPosition;
}
/// <summary>
/// 检查分辨率变化
/// </summary>
private void CheckResolutionChange()
{
Vector2 currentScreenSize = new Vector2(Screen.width, Screen.height);
Vector2 currentBackgroundSize = _background != null ? _background.rect.size : Vector2.zero;
if (currentScreenSize != _lastScreenSize ||
(_background != null && currentBackgroundSize != _lastBackgroundSize))
{
_lastScreenSize = currentScreenSize;
_lastBackgroundSize = currentBackgroundSize;
UpdatePosition();
}
}
/// <summary>
/// 从当前位置反推设计位置
/// </summary>
public void CalculateDesignPositionFromCurrent()
{
if (_background == null || _rectTransform == null)
return;
// 获取当前相对位置
Vector2 currentPos = _rectTransform.anchoredPosition - _background.anchoredPosition;
Vector2 backgroundSize = _background.rect.size;
// 计算当前UV
Vector2 currentUV = new Vector2(
(currentPos.x + backgroundSize.x * 0.5f) / backgroundSize.x,
(currentPos.y + backgroundSize.y * 0.5f) / backgroundSize.y
);
// 反推设计位置
_designPosition = new Vector2(
currentUV.x * _designResolution.x - _designResolution.x * 0.5f,
currentUV.y * _designResolution.y - _designResolution.y * 0.5f
);
Debug.Log($"设计位置已更新为: {_designPosition}");
}
/// <summary>
/// 强制立即更新位置
/// </summary>
public void ForceUpdate()
{
UpdatePosition();
}
#endregion
#region 编辑器辅助
#if UNITY_EDITOR
[UnityEditor.MenuItem("GameObject/UI/Background Relative Position", false, 10)]
static void CreateBackgroundRelativeItem(UnityEditor.MenuCommand menuCommand)
{
// 创建GameObject
GameObject go = new GameObject("BackgroundRelativeItem");
UnityEditor.GameObjectUtility.SetParentAndAlign(go, menuCommand.context as GameObject);
// 添加必要的组件
go.AddComponent<Image>();
go.AddComponent<BackgroundRelativePosition>();
// 注册撤销操作
UnityEditor.Undo.RegisterCreatedObjectUndo(go, "Create " + go.name);
// 选中新创建的对象
UnityEditor.Selection.activeObject = go;
}
#endif
#endregion
}

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using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Framework.UI.Pictorial
{
/// <summary>
/// 画报背景组件
/// </summary>
[RequireComponent(typeof(RectTransform))]
[RequireComponent(typeof(Image))]
[ExecuteAlways] // 允许在编辑器非运行模式下执行Update
public class PictorialBackground : MonoBehaviour
{
[Header("画报数据")]
[TextArea(5, 20)]
[SerializeField] private string pictorialDataJson;
private PictorialData pictorialData;
private List<PictorialItem> items = new List<PictorialItem>();
private RectTransform rectTransform;
private Image backgroundImage;
#if UNITY_EDITOR
private Vector2Int lastResolution; // 上次检查的屏幕分辨率
private Vector2Int lastBackgroundSize; // 上次检查的背景尺寸
private const float CHECK_INTERVAL = 0.5f; // 每0.5秒棆查一次
private float lastCheckTime;
private bool debugLogEnabled = true; // 调试日志开关
#endif
public PictorialData PictorialData => pictorialData;
private void Awake()
{
rectTransform = GetComponent<RectTransform>();
backgroundImage = GetComponent<Image>();
#if UNITY_EDITOR
// 初始化分辨率和背景尺寸
Vector2 backgroundSize = rectTransform.rect.size;
lastBackgroundSize = new Vector2Int((int)backgroundSize.x, (int)backgroundSize.y);
lastResolution = GetCurrentScreenResolution();
Debug.Log($"[画报系统] PictorialBackground Awake - 初始化 屏幕: {lastResolution.x}x{lastResolution.y}, 背景: {lastBackgroundSize.x}x{lastBackgroundSize.y}");
#endif
}
private void Start()
{
Debug.Log($"[画报系统] PictorialBackground Start被调用 - isPlaying={Application.isPlaying}, pictorialData={pictorialData != null}, pictorialDataJson.Length={pictorialDataJson?.Length ?? 0}");
// 运行时加载画报数据
if (Application.isPlaying)
{
if (pictorialData == null && !string.IsNullOrEmpty(pictorialDataJson))
{
Debug.Log($"[画报系统] PictorialBackground 运行时加载画报数据");
LoadPictorialData(pictorialDataJson);
}
else if (pictorialData == null)
{
Debug.LogWarning($"[画报系统] PictorialBackground 运行时没有画报数据pictorialDataJson为空");
}
else
{
Debug.Log($"[画报系统] PictorialBackground 画报数据已加载: {pictorialData.pictorialName}");
}
}
}
#if UNITY_EDITOR
private void Update()
{
// 只在编辑器非运行模式下检查
if (Application.isPlaying)
{
if (debugLogEnabled && Time.realtimeSinceStartup - lastCheckTime > 5f)
{
Debug.Log($"[画报系统] PictorialBackground.Update 运行中,但处于运行模式,跳过");
lastCheckTime = Time.realtimeSinceStartup;
}
return;
}
// 编辑器模式下如果没有数据但有JSON尝试加载
if (pictorialData == null && !string.IsNullOrEmpty(pictorialDataJson))
{
Debug.Log($"[画报系统] PictorialBackground 编辑器模式加载画报数据");
LoadPictorialData(pictorialDataJson);
}
// 清理null引用
items.RemoveAll(item => item == null);
// 实时检查场景中的元素数量
int sceneItemCount = 0;
for (int i = 0; i < transform.childCount; i++)
{
if (transform.GetChild(i).GetComponent<PictorialItem>() != null)
{
sceneItemCount++;
}
}
// 检查是否有画报数据和元素
if (pictorialData == null || sceneItemCount == 0)
{
if (debugLogEnabled && Time.realtimeSinceStartup - lastCheckTime > 5f)
{
Debug.Log($"[画报系统] Update运行中但暂无画报数据pictorialData={pictorialData != null}, sceneItemCount={sceneItemCount}, items.Count={items.Count}");
lastCheckTime = Time.realtimeSinceStartup;
}
return;
}
// 限制检查频率
if (Time.realtimeSinceStartup - lastCheckTime < CHECK_INTERVAL)
return;
lastCheckTime = Time.realtimeSinceStartup;
// 确保组件已初始化
if (rectTransform == null)
rectTransform = GetComponent<RectTransform>();
// 获取当前屏幕分辨率和背景尺寸
Vector2Int currentScreenResolution = GetCurrentScreenResolution();
Vector2 backgroundSize = rectTransform.rect.size;
Vector2Int currentBackgroundSize = new Vector2Int((int)backgroundSize.x, (int)backgroundSize.y);
// 检查屏幕分辨率是否变化
if (currentScreenResolution != lastResolution)
{
Debug.Log($"[画报系统] 检测到屏幕分辨率变化: {lastResolution.x}x{lastResolution.y} -> {currentScreenResolution.x}x{currentScreenResolution.y}");
lastResolution = currentScreenResolution;
// 查找是否有匹配的配置
var matchedConfig = FindMatchingResolutionConfig(currentScreenResolution.x, currentScreenResolution.y);
if (matchedConfig != null)
{
Debug.Log($"[画报系统] 匹配到已保存的分辨率配置: 屏幕={matchedConfig.width}x{matchedConfig.height}, 背景={matchedConfig.backgroundWidth}x{matchedConfig.backgroundHeight}");
// 等待背景尺寸调整到目标尺寸,然后自动恢复位置
// 注这里不立即恢复等待下一次Update检测到背景尺寸匹配时再恢复
}
}
// 检查背景尺寸是否变化
if (currentBackgroundSize != lastBackgroundSize)
{
Debug.Log($"[画报系统] 检测到背景尺寸变化: {lastBackgroundSize.x}x{lastBackgroundSize.y} -> {currentBackgroundSize.x}x{currentBackgroundSize.y}");
lastBackgroundSize = currentBackgroundSize;
// 检查当前屏幕分辨率和背景尺寸是否匹配已保存的配置
var matchedConfig = FindMatchingResolutionConfig(currentScreenResolution.x, currentScreenResolution.y);
if (matchedConfig != null)
{
// 检查背景尺寸是否匹配
bool backgroundMatches = Mathf.Approximately(currentBackgroundSize.x, matchedConfig.backgroundWidth) &&
Mathf.Approximately(currentBackgroundSize.y, matchedConfig.backgroundHeight);
if (backgroundMatches)
{
Debug.Log($"[画报系统] 屏幕分辨率和背景尺寸匹配已保存的配置,自动恢复元素位置");
// 恢复所有元素到该配置下的位置
RestoreItemsPosition((int)matchedConfig.backgroundWidth, (int)matchedConfig.backgroundHeight);
}
else
{
// 屏幕分辨率匹配但背景尺寸不匹配,使用插值
Debug.Log($"[画报系统] 屏幕分辨率匹配但背景尺寸不匹配,使用插值计算位置");
UpdateAllItemsPosition();
}
}
else
{
// 没有匹配的配置,使用插值
Debug.Log($"[画报系统] 未找到匹配的分辨率配置,使用插值计算位置");
UpdateAllItemsPosition();
}
}
}
/// <summary>
/// 获取当前屏幕分辨率
/// </summary>
private Vector2Int GetCurrentScreenResolution()
{
var T = System.Type.GetType("UnityEditor.GameView,UnityEditor");
var GetSizeOfMainGameView = T.GetMethod("GetSizeOfMainGameView", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static);
var Res = GetSizeOfMainGameView.Invoke(null, null);
var resolution = (Vector2)Res;
return new Vector2Int((int)resolution.x, (int)resolution.y);
}
/// <summary>
/// 查找匹配的分辨率配置
/// </summary>
private ResolutionConfig FindMatchingResolutionConfig(int screenWidth, int screenHeight)
{
if (pictorialData == null || pictorialData.resolutionConfigs == null)
return null;
return pictorialData.resolutionConfigs.Find(c => c.width == screenWidth && c.height == screenHeight);
}
/// <summary>
/// 恢复元素到指定背景尺寸下的位置
/// </summary>
private void RestoreItemsPosition(int bgWidth, int bgHeight)
{
// 实时从场景中获取元素
List<PictorialItem> sceneItems = new List<PictorialItem>();
for (int i = 0; i < transform.childCount; i++)
{
Transform child = transform.GetChild(i);
PictorialItem item = child.GetComponent<PictorialItem>();
if (item != null)
{
sceneItems.Add(item);
}
}
int restoredCount = 0;
foreach (var item in sceneItems)
{
if (item != null && item.ItemData != null)
{
// 查找匹配的位置数据
var posData = item.ItemData.positions.Find(p =>
Mathf.Approximately(p.resolutionWidth, bgWidth) &&
Mathf.Approximately(p.resolutionHeight, bgHeight));
if (posData != null)
{
// 直接恢复位置,不进行插值
var rectTransform = item.GetComponent<RectTransform>();
if (rectTransform != null)
{
rectTransform.anchoredPosition = posData.position;
rectTransform.sizeDelta = posData.size;
rectTransform.localEulerAngles = posData.rotation;
rectTransform.localScale = posData.scale;
restoredCount++;
Debug.Log($"[画报系统] 恢复元素位置: {item.ItemData.itemName}, pos={posData.position}");
}
}
}
}
Debug.Log($"[画报系统] 元素位置恢复完成,成功恢复 {restoredCount}/{sceneItems.Count} 个元素");
}
#endif
/// <summary>
/// 加载画报数据
/// </summary>
public void LoadPictorialData(string json)
{
pictorialDataJson = json;
Debug.Log($"[画报系统] 开始加载画报数据 - json.Length={json?.Length ?? 0}");
try
{
pictorialData = JsonUtility.FromJson<PictorialData>(json);
Debug.Log($"[画报系统] 成功加载画报数据: {pictorialData.pictorialName}, 元素数量: {pictorialData.items.Count}");
// 打印所有元素的名称
if (pictorialData.items.Count > 0)
{
Debug.Log($"[画报系统] PictorialData中的元素列表:");
for (int i = 0; i < pictorialData.items.Count; i++)
{
var item = pictorialData.items[i];
Debug.Log($" [{i}] itemName: {item.itemName}, itemId: {item.itemId}, positions: {item.positions.Count}");
}
}
}
catch (System.Exception e)
{
Debug.LogError($"[画报系统] 加载画报数据失败: {e.Message}\n{e.StackTrace}");
}
}
/// <summary>
/// 加载画报数据对象
/// </summary>
public void LoadPictorialData(PictorialData data)
{
pictorialData = data;
pictorialDataJson = JsonUtility.ToJson(data, true);
}
/// <summary>
/// 重绘画报(在编辑器中使用)
/// </summary>
public void RebuildPictorial()
{
#if UNITY_EDITOR
if (string.IsNullOrEmpty(pictorialDataJson))
{
Debug.LogWarning("画报数据为空,无法重绘");
return;
}
// 清除现有元素
ClearItems();
// 加载数据
LoadPictorialData(pictorialDataJson);
if (pictorialData == null)
return;
// 创建画报元素
foreach (var itemData in pictorialData.items)
{
CreatePictorialItem(itemData);
}
// 获取当前背景尺寸用于调试
Vector2 backgroundSize = rectTransform.rect.size;
// 更新记录的分辨率
lastResolution = new Vector2Int((int)backgroundSize.x, (int)backgroundSize.y);
Debug.Log($"[画报系统] 画报重绘完成,共创建 {items.Count} 个元素,当前背景尺寸: {(int)backgroundSize.x}x{(int)backgroundSize.y}");
#endif
}
/// <summary>
/// 创建画报元素
/// </summary>
private PictorialItem CreatePictorialItem(PictorialItemData itemData)
{
#if UNITY_EDITOR
GameObject itemObj = new GameObject(itemData.itemName);
itemObj.transform.SetParent(transform, false);
// 添加RectTransform
RectTransform itemRect = itemObj.AddComponent<RectTransform>();
itemRect.anchorMin = new Vector2(0.5f, 0.5f);
itemRect.anchorMax = new Vector2(0.5f, 0.5f);
itemRect.pivot = new Vector2(0.5f, 0.5f);
itemRect.sizeDelta = itemData.defaultSize;
// 添加Image
Image itemImage = itemObj.AddComponent<Image>();
// 加载图片
if (!string.IsNullOrEmpty(itemData.imagePath))
{
Sprite sprite = UnityEditor.AssetDatabase.LoadAssetAtPath<Sprite>(itemData.imagePath);
if (sprite != null)
{
itemImage.sprite = sprite;
}
else
{
Debug.LogWarning($"[画报系统] 无法加载元素图片: {itemData.imagePath}");
}
}
// 添加PictorialItem组件
PictorialItem item = itemObj.AddComponent<PictorialItem>();
item.SetData(itemData);
items.Add(item);
return item;
#else
return null;
#endif
}
/// <summary>
/// 清除所有元素
/// </summary>
public void ClearItems()
{
Debug.Log($"[画报系统] 开始清除元素当前items.Count={items.Count}, isPlaying={Application.isPlaying}");
// 实时从场景中获取子对象
List<GameObject> childrenToDelete = new List<GameObject>();
for (int i = 0; i < transform.childCount; i++)
{
Transform child = transform.GetChild(i);
// 只删除有PictorialItem组件的子对象
if (child.GetComponent<PictorialItem>() != null)
{
childrenToDelete.Add(child.gameObject);
}
}
Debug.Log($"[画报系统] 从场景中找到 {childrenToDelete.Count} 个画报元素");
// 删除找到的所有元素
int deletedCount = 0;
foreach (var obj in childrenToDelete)
{
if (obj != null)
{
// 在删除前保存名字
string objName = obj.name;
#if UNITY_EDITOR
if (!Application.isPlaying)
{
DestroyImmediate(obj);
Debug.Log($"[画报系统] 使用DestroyImmediate删除: {objName}");
}
else
{
Destroy(obj);
Debug.Log($"[画报系统] 使用Destroy删除: {objName}");
}
#else
Destroy(obj);
#endif
deletedCount++;
}
}
// 清空列表
items.Clear();
// 清空画报数据引用
pictorialData = null;
Debug.Log($"[画报系统] 元素清除完成,删除 {deletedCount} 个元素items.Count={items.Count}");
}
/// <summary>
/// 获取所有画报元素
/// </summary>
public List<PictorialItem> GetAllItems()
{
return items;
}
/// <summary>
/// 更新所有元素位置
/// </summary>
public void UpdateAllItemsPosition()
{
// 清理null引用
items.RemoveAll(item => item == null);
// 实时从场景中获取元素
List<PictorialItem> sceneItems = new List<PictorialItem>();
for (int i = 0; i < transform.childCount; i++)
{
Transform child = transform.GetChild(i);
PictorialItem item = child.GetComponent<PictorialItem>();
if (item != null)
{
sceneItems.Add(item);
}
}
Debug.Log($"[画报系统] 开始更新所有元素位置,从场景找到 {sceneItems.Count} 个元素items.Count={items.Count}");
int successCount = 0;
foreach (var item in sceneItems)
{
if (item != null)
{
item.UpdatePosition();
successCount++;
}
else
{
Debug.LogWarning("[画报系统] 发现null元素跳过");
}
}
Debug.Log($"[画报系统] 元素位置更新完成,成功更新 {successCount}/{sceneItems.Count} 个元素");
}
private void OnDestroy()
{
ClearItems();
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace Framework.UI.Pictorial
{
/// <summary>
/// 画报数据
/// </summary>
[Serializable]
public class PictorialData
{
/// <summary>
/// 画报名称
/// </summary>
public string pictorialName;
/// <summary>
/// 背景图片路径
/// </summary>
public string backgroundPath;
/// <summary>
/// 背景默认尺寸
/// </summary>
public Vector2 backgroundSize;
/// <summary>
/// 所有画报元素
/// </summary>
public List<PictorialItemData> items = new List<PictorialItemData>();
/// <summary>
/// 保存的分辨率配置列表
/// </summary>
public List<ResolutionConfig> resolutionConfigs = new List<ResolutionConfig>();
}
/// <summary>
/// 画报元素数据
/// </summary>
[Serializable]
public class PictorialItemData
{
/// <summary>
/// 元素ID唯一标识
/// </summary>
public string itemId;
/// <summary>
/// 元素名称
/// </summary>
public string itemName;
/// <summary>
/// 元素图片路径
/// </summary>
public string imagePath;
/// <summary>
/// 默认尺寸
/// </summary>
public Vector2 defaultSize;
/// <summary>
/// 不同分辨率下的位置信息
/// </summary>
public List<ItemPositionData> positions = new List<ItemPositionData>();
}
/// <summary>
/// 分辨率配置
/// </summary>
[Serializable]
public class ResolutionConfig
{
/// <summary>
/// 屏幕分辨率宽度
/// </summary>
public int width;
/// <summary>
/// 屏幕分辨率高度
/// </summary>
public int height;
/// <summary>
/// 对应的背景尺寸宽度
/// </summary>
public float backgroundWidth;
/// <summary>
/// 对应的背景尺寸高度
/// </summary>
public float backgroundHeight;
/// <summary>
/// 保存时间戳
/// </summary>
public string timestamp;
}
/// <summary>
/// 元素位置数据
/// </summary>
[Serializable]
public class ItemPositionData
{
/// <summary>
/// 分辨率宽度
/// </summary>
public int resolutionWidth;
/// <summary>
/// 分辨率高度
/// </summary>
public int resolutionHeight;
/// <summary>
/// 位置anchoredPosition
/// </summary>
public Vector2 position;
/// <summary>
/// 尺寸sizeDelta
/// </summary>
public Vector2 size;
/// <summary>
/// 旋转
/// </summary>
public Vector3 rotation;
/// <summary>
/// 缩放
/// </summary>
public Vector3 scale;
}
}

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using UnityEngine;
using UnityEngine.UI;
using System.Linq;
namespace Framework.UI.Pictorial
{
/// <summary>
/// 画报元素组件
/// </summary>
[RequireComponent(typeof(RectTransform))]
[RequireComponent(typeof(Image))]
[ExecuteAlways] // 允许在编辑器和运行时执行Update
public class PictorialItem : MonoBehaviour
{
/// <summary>
/// 元素ID
/// </summary>
[SerializeField] private string itemId;
/// <summary>
/// 元素数据引用
/// </summary>
private PictorialItemData itemData;
private RectTransform rectTransform;
private Image image;
// 运行时背景尺寸监测
private Vector2 lastBackgroundSize;
private const float CHECK_INTERVAL = 0.5f;
private float lastCheckTime;
private bool runtimeInitialized = false; // 运行时是否已初始化
public string ItemId => itemId;
public PictorialItemData ItemData => itemData; // 添加公共属性
private void Awake()
{
rectTransform = GetComponent<RectTransform>();
image = GetComponent<Image>();
Debug.Log($"[画报系统] {name} Awake被调用 - rectTransform={rectTransform != null}, image={image != null}");
}
private void Start()
{
Debug.Log($"[画报系统] {name} Start被调用 - isPlaying={Application.isPlaying}, itemData={itemData != null}, parent={transform.parent?.name}");
// 运行时初始化移到Update中因为Start()可能比PictorialBackground.Start()先执行
// 这里只记录日志
}
/// <summary>
/// 尝试从父节点的PictorialBackground获取数据
/// </summary>
private void TryLoadDataFromParent()
{
if (transform.parent == null)
{
Debug.LogWarning($"[画报系统] {name} 无法加载数据 - 没有父节点");
return;
}
var background = transform.parent.GetComponent<PictorialBackground>();
if (background == null)
{
Debug.LogWarning($"[画报系统] {name} 无法加载数据 - 父节点没有PictorialBackground组件, parent={transform.parent.name}");
return;
}
var data = background.PictorialData;
if (data == null)
{
Debug.LogWarning($"[画报系统] {name} 无法加载数据 - PictorialBackground没有数据");
return;
}
Debug.Log($"[画报系统] {name} 尝试匹配数据 - 当前GameObject名称: '{name}', PictorialData元素数: {data.items.Count}");
// 根据名称查找匹配的itemData
var matchedItem = data.items.Find(item => item.itemName == name);
if (matchedItem != null)
{
Debug.Log($"[画报系统] {name} 从父节点加载数据成功 - positions数量: {matchedItem.positions.Count}");
SetData(matchedItem);
}
else
{
Debug.LogWarning($"[画报系统] {name} 在PictorialData中找不到匹配的数据, 总元素数: {data.items.Count}");
// 打印所有可用的itemName供参考
if (data.items.Count > 0)
{
Debug.Log($"[画报系统] 可用的itemName列表:");
for (int i = 0; i < data.items.Count; i++)
{
Debug.Log($" [{i}] '{data.items[i].itemName}'");
}
}
}
}
private void OnEnable()
{
// OnEnable只记录日志不做运行时初始化
// 因为OnEnable可能在Awake阶段被调用此时Application.isPlaying可能为false
Debug.Log($"[画报系统] {name} OnEnable被调用 - isPlaying={Application.isPlaying}, itemData={itemData != null}");
}
private void Update()
{
// 运行时逻辑
if (Application.isPlaying)
{
// 运行时首次初始化
if (!runtimeInitialized)
{
runtimeInitialized = true;
Debug.Log($"[画报系统] {name} Update首次运行 - 尝试初始化");
// 尝试从父节点加载数据
if (itemData == null)
{
TryLoadDataFromParent();
}
// 初始化背景尺寸
if (itemData != null)
{
RectTransform bgRect = transform.parent?.GetComponent<RectTransform>();
if (bgRect != null)
{
lastBackgroundSize = bgRect.rect.size;
Debug.Log($"[画报系统] {itemData.itemName} Update初始化 - 背景尺寸: {lastBackgroundSize.x}x{lastBackgroundSize.y}");
UpdatePosition();
}
}
else
{
Debug.LogWarning($"[画报系统] {name} Update初始化失败 - itemData仍然为null");
return;
}
}
// 运行时没有数据则跳过
if (itemData == null)
{
if (Time.frameCount % 300 == 0) // 每5秒假设60fps打印一次
{
Debug.Log($"[画报系统] {name} Update跳过 - itemData=null");
}
return;
}
// 限制检查频率
if (Time.time - lastCheckTime < CHECK_INTERVAL)
return;
lastCheckTime = Time.time;
}
else
{
// 编辑器非运行模式
// 检查是否需要重新加载数据itemData为null或positions为空
if (itemData == null || itemData.positions.Count == 0)
{
// 尝试从父节点加载数据
TryLoadDataFromParent();
// 如果还是没有数据,跳过
if (itemData == null || itemData.positions.Count == 0)
{
return;
}
}
// 限制检查频率编辑器模式使用realtimeSinceStartup
#if UNITY_EDITOR
if (UnityEngine.Time.realtimeSinceStartup - lastCheckTime < CHECK_INTERVAL)
return;
lastCheckTime = UnityEngine.Time.realtimeSinceStartup;
#else
return;
#endif
}
// 获取当前背景尺寸
RectTransform backgroundRect = transform.parent?.GetComponent<RectTransform>();
if (backgroundRect == null)
{
Debug.LogWarning($"[画报系统] {itemData.itemName} Update - 无法获取背景RectTransform, parent={transform.parent?.name}");
return;
}
Vector2 currentBackgroundSize = backgroundRect.rect.size;
// 初始化lastBackgroundSize如果还没有初始化
if (lastBackgroundSize == Vector2.zero)
{
lastBackgroundSize = currentBackgroundSize;
Debug.Log($"[画报系统] {itemData.itemName} 初始化背景尺寸: {lastBackgroundSize.x}x{lastBackgroundSize.y}");
return;
}
// 检查背景尺寸是否变化
if (!Mathf.Approximately(currentBackgroundSize.x, lastBackgroundSize.x) ||
!Mathf.Approximately(currentBackgroundSize.y, lastBackgroundSize.y))
{
string mode = Application.isPlaying ? "运行时" : "编辑器";
Debug.Log($"[画报系统] {itemData.itemName} {mode}检测到背景尺寸变化: {lastBackgroundSize.x}x{lastBackgroundSize.y} -> {currentBackgroundSize.x}x{currentBackgroundSize.y}");
lastBackgroundSize = currentBackgroundSize;
UpdatePosition();
}
}
/// <summary>
/// 设置元素数据
/// </summary>
public void SetData(PictorialItemData data)
{
itemData = data;
itemId = data.itemId;
name = data.itemName;
Debug.Log($"[画报系统] {name} SetData被调用 - isPlaying={Application.isPlaying}");
// 运行时初始化背景尺寸
if (Application.isPlaying)
{
RectTransform backgroundRect = transform.parent?.GetComponent<RectTransform>();
if (backgroundRect != null)
{
lastBackgroundSize = backgroundRect.rect.size;
Debug.Log($"[画报系统] {name} SetData - 初始化背景尺寸: {lastBackgroundSize.x}x{lastBackgroundSize.y}");
}
}
UpdatePosition();
}
/// <summary>
/// 更新位置
/// </summary>
public void UpdatePosition()
{
if (itemData == null || itemData.positions.Count == 0)
{
Debug.LogWarning($"[画报系统] {name} 无法更新位置itemData={itemData != null}, positions={itemData?.positions.Count ?? 0}");
return;
}
// 确保组件已初始化
if (rectTransform == null)
rectTransform = GetComponent<RectTransform>();
if (rectTransform == null)
{
Debug.LogError($"[画报系统] {name} PictorialItem缺少RectTransform组件");
return;
}
// 获取背景的实际尺寸
RectTransform backgroundRect = transform.parent?.GetComponent<RectTransform>();
if (backgroundRect == null)
{
Debug.LogError($"[画报系统] {name} 无法获取背景RectTransform");
return;
}
Vector2 backgroundSize = backgroundRect.rect.size;
int currentWidth = (int)backgroundSize.x;
int currentHeight = (int)backgroundSize.y;
Debug.Log($"[画报系统] {itemData.itemName} 更新位置 - 使用背景尺寸: {currentWidth}x{currentHeight}");
// 计算插值位置
ItemPositionData interpolatedPos = InterpolatePosition(currentWidth, currentHeight);
if (interpolatedPos != null)
{
Vector2 oldPos = rectTransform.anchoredPosition;
rectTransform.anchoredPosition = interpolatedPos.position;
rectTransform.sizeDelta = interpolatedPos.size;
rectTransform.localEulerAngles = interpolatedPos.rotation;
rectTransform.localScale = interpolatedPos.scale;
Debug.Log($"[画报系统] {itemData.itemName} 位置已更新: {oldPos} -> {interpolatedPos.position}, size: {interpolatedPos.size}");
}
else
{
Debug.LogWarning($"[画报系统] {itemData.itemName} 插值计算返回null");
}
}
/// <summary>
/// 插值计算当前分辨率下的位置
/// </summary>
private ItemPositionData InterpolatePosition(int targetWidth, int targetHeight)
{
if (itemData.positions.Count == 0)
return null;
// 按分辨率宽度排序
var sortedPositions = itemData.positions.OrderBy(p => p.resolutionWidth).ToList();
// 如果只有一个配置,直接返回
if (sortedPositions.Count == 1)
{
Debug.Log($"[画报系统] {itemData.itemName} 只有一个分辨率配置: {sortedPositions[0].resolutionWidth}x{sortedPositions[0].resolutionHeight}");
return sortedPositions[0];
}
// 查找最接近的两个分辨率配置
ItemPositionData lowerPos = null;
ItemPositionData upperPos = null;
for (int i = 0; i < sortedPositions.Count; i++)
{
if (sortedPositions[i].resolutionWidth <= targetWidth)
{
lowerPos = sortedPositions[i];
}
if (sortedPositions[i].resolutionWidth >= targetWidth)
{
upperPos = sortedPositions[i];
break;
}
}
// 如果目标宽度小于最小配置,使用最小配置
if (lowerPos == null)
{
Debug.Log($"[画报系统] {itemData.itemName} 目标分辨率{targetWidth}x{targetHeight}小于最小配置,使用: {sortedPositions[0].resolutionWidth}x{sortedPositions[0].resolutionHeight}");
return sortedPositions[0];
}
// 如果目标宽度大于最大配置,使用最大配置
if (upperPos == null)
{
Debug.Log($"[画报系统] {itemData.itemName} 目标分辨率{targetWidth}x{targetHeight}大于最大配置,使用: {sortedPositions[sortedPositions.Count - 1].resolutionWidth}x{sortedPositions[sortedPositions.Count - 1].resolutionHeight}");
return sortedPositions[sortedPositions.Count - 1];
}
// 如果找到精确匹配
if (lowerPos == upperPos)
{
Debug.Log($"[画报系统] {itemData.itemName} 精确匹配分辨率: {lowerPos.resolutionWidth}x{lowerPos.resolutionHeight}, 位置: {lowerPos.position}");
return lowerPos;
}
// 线性插值
float t = (float)(targetWidth - lowerPos.resolutionWidth) /
(upperPos.resolutionWidth - lowerPos.resolutionWidth);
ItemPositionData result = new ItemPositionData
{
resolutionWidth = targetWidth,
resolutionHeight = targetHeight,
position = Vector2.Lerp(lowerPos.position, upperPos.position, t),
size = Vector2.Lerp(lowerPos.size, upperPos.size, t),
rotation = Vector3.Lerp(lowerPos.rotation, upperPos.rotation, t),
scale = Vector3.Lerp(lowerPos.scale, upperPos.scale, t)
};
Debug.Log($"[画报系统] {itemData.itemName} 插值计算 - 目标:{targetWidth}x{targetHeight}, 下限:{lowerPos.resolutionWidth}x{lowerPos.resolutionHeight}, 上限:{upperPos.resolutionWidth}x{upperPos.resolutionHeight}, t={t:F2}, 结果位置:{result.position}");
return result;
}
/// <summary>
/// 保存当前位置信息
/// </summary>
public ItemPositionData SaveCurrentPosition()
{
// 确保组件已初始化
if (rectTransform == null)
rectTransform = GetComponent<RectTransform>();
// 获取背景尺寸
RectTransform backgroundRect = transform.parent?.GetComponent<RectTransform>();
Vector2 backgroundSize = backgroundRect != null ? backgroundRect.rect.size : Vector2.zero;
return new ItemPositionData
{
resolutionWidth = (int)backgroundSize.x,
resolutionHeight = (int)backgroundSize.y,
position = rectTransform.anchoredPosition,
size = rectTransform.sizeDelta,
rotation = rectTransform.localEulerAngles,
scale = rectTransform.localScale
};
}
}
}

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using UnityEngine;
using UnityEditor;
using Framework.UI.Pictorial;
namespace PictorialEditor
{
[CustomEditor(typeof(PictorialBackground))]
public class PictorialBackgroundEditor : UnityEditor.Editor
{
public override void OnInspectorGUI()
{
PictorialBackground background = (PictorialBackground)target;
DrawDefaultInspector();
EditorGUILayout.Space(10);
EditorGUILayout.LabelField("画报操作", EditorStyles.boldLabel);
if (GUILayout.Button("重绘画报", GUILayout.Height(30)))
{
background.RebuildPictorial();
EditorUtility.SetDirty(background);
}
if (GUILayout.Button("清除所有元素", GUILayout.Height(30)))
{
if (EditorUtility.DisplayDialog("确认清除", "确定要清除所有画报元素吗?", "确定", "取消"))
{
background.ClearItems();
EditorUtility.SetDirty(background);
}
}
if (GUILayout.Button("更新元素位置", GUILayout.Height(30)))
{
background.UpdateAllItemsPosition();
EditorUtility.SetDirty(background);
}
}
}
}

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# 画报系统使用说明
## 目录
- [系统概述](#系统概述)
- [编辑器使用指南](#编辑器使用指南)
- [1. 打开画报编辑器](#1-打开画报编辑器)
- [2. 新建画报](#2-新建画报)
- [3. 打开已有画报](#3-打开已有画报)
- [4. 添加画报元素](#4-添加画报元素)
- [5. 分辨率配置](#5-分辨率配置)
- [6. 保存画报数据](#6-保存画报数据)
- [运行时使用指南](#运行时使用指南)
- [常见问题](#常见问题)
---
## 系统概述
画报系统是一个支持多分辨率自适应的 UI 内容展示系统,主要功能包括:
- ✅ **多分辨率适配**:支持保存多个分辨率下的元素位置配置
- ✅ **自动位置计算**:运行时和编辑器模式下自动根据分辨率调整元素位置
- ✅ **插值平滑过渡**:未配置的分辨率通过插值算法平滑计算位置
- ✅ **可视化编辑**:所见即所得的画报编辑器
- ✅ **数据持久化**JSON 格式保存,支持导入导出
---
## 编辑器使用指南
### 1. 打开画报编辑器
**路径:** `Tools → 画报编辑器`
打开后会自动加载画报编辑器场景(`Assets/Editor/Pictorial/PictorialEditor.unity`)。
**编辑器界面说明:**
```
┌─ 画报编辑器 ─────────────────────────┐
│ 1. 新建画报 │
│ 2. 画报元素管理 │
│ 3. 添加画报元素 │
│ 4. 分辨率配置 │
│ 5. 保存画报数据 │
└──────────────────────────────────────┘
```
---
### 2. 新建画报
#### 步骤 1设置画报名称
```
画报名称: [MyPictorial]
```
输入画报的名称,用于标识和文件命名。
#### 步骤 2选择背景图片
```
选择背景图片: [None (Sprite)] [⊙]
```
点击选择器按钮,选择画报的背景图片(需要是 Sprite 类型)。
#### 步骤 3创建画报
```
[ 创建画报背景 ] [ 打开已有画报 ]
```
点击 **"创建画报背景"** 按钮。
**结果:**
- 清空场景中的旧元素
- 创建新的画报数据
- 设置背景图片到 `Canvas/UI_DrawMainPanelNew/UI_DrawMainPanel/Mid/Image_Right/Image_CharacterBg`
- 显示画报元素管理界面
---
### 3. 打开已有画报
#### 步骤 1点击打开按钮
```
[ 创建画报背景 ] [ 打开已有画报 ]
↑ 点击这里
```
#### 步骤 2选择 JSON 文件
在弹出的文件选择对话框中:
- 默认路径:`Assets/Resources/Pictorial`
- 文件类型:`.json`
- 选择目标画报的 JSON 文件
#### 步骤 3自动加载
系统会自动完成:
- ✅ 解析 JSON 数据
- ✅ 清理场景中的旧元素
- ✅ 加载背景图片
- ✅ 恢复所有画报元素
- ✅ 根据当前分辨率重新计算元素位置
**加载结果示例:**
```
┌─ 加载成功 ─────────────────────┐
│ 画报加载完成 │
│ 画报名称: MyPictorial │
│ 元素总数: 15 │
│ 成功恢复: 15 │
│ 失败: 0 │
│ 分辨率配置: 3 │
│ │
│ [ 确定 ] │
└────────────────────────────────┘
```
**位置恢复策略:**
- **精确匹配**:当前分辨率与保存的配置完全匹配时,直接恢复保存的位置
- **插值计算**:当前分辨率与保存的配置不匹配时,通过多个配置进行线性插值
---
### 4. 添加画报元素
#### 步骤 1设置元素尺寸
```
默认元素尺寸: [1000] [1000]
```
设置新添加元素的默认尺寸(宽 x 高)。
#### 步骤 2配置文件名前缀
```
元素文件名前缀: [Poster_Full ] [清空]
```
- 设置前缀后,选择图片时会自动在搜索框中填入此前缀
- 帮助快速筛选图片资源
- 默认值:`Poster_Full`
**提示:** 点击'选择图片'按钮时,会自动在搜索框中填入前缀进行筛选。
#### 步骤 3选择元素图片
```
选择元素图片: [None (Sprite)] [选择图片]
↑ 点击
```
点击"选择图片"按钮:
- 自动打开资源选择器
- 搜索框自动填入前缀(如 `Poster_Full`
- 快速定位目标图片
#### 步骤 4添加元素
```
[ 添加元素 ]
```
点击按钮后:
- 在场景中创建元素 GameObject
- 元素名称:`Item_` + 图片名称(如 `Item_Poster_Full_A00001`
- 默认位置居中0, 0
- 自动选中新元素,可在场景中拖动调整位置
**重要:** 元素的 GameObject 名称必须与数据中的 `itemName` 一致,以便正确加载位置数据。
---
### 5. 分辨率配置
#### 当前分辨率显示
```
当前Game窗口分辨率: 1920 x 1080
请在Game窗口工具栏调整分辨率到目标分辨率然后保存配置
```
#### 保存分辨率配置
**步骤 1调整 Game 窗口分辨率**
在 Unity 编辑器的 Game 窗口工具栏:
1. 点击分辨率下拉菜单
2. 选择目标分辨率(如 1920x1080
3. 等待背景尺寸自动调整
**步骤 2调整元素位置**
- 在场景视图中拖动元素到合适位置
- 调整元素的尺寸、旋转、缩放
**步骤 3保存配置**
```
[ 保存当前分辨率数据 ]
```
点击按钮后:
- 保存当前屏幕分辨率
- 保存当前背景尺寸
- 保存所有元素在当前分辨率下的位置、尺寸、旋转、缩放
**成功提示:**
```
┌─ 保存成功 ─────────────────────┐
│ 已保存分辨率数据 │
│ 屏幕分辨率: 1920x1080 │
│ 背景尺寸: 1800x1000 │
│ 元素数量: 15 │
│ │
│ [ 确定 ] │
└────────────────────────────────┘
```
#### 已保存的分辨率列表
```
已保存的分辨率:
• 1920 x 1080 [2024-01-15 10:30:00] [删除]
• 2560 x 1440 [2024-01-15 10:35:00] [删除]
• 1280 x 720 [2024-01-15 10:40:00] [删除]
```
点击"删除"按钮会:
- 删除该分辨率配置
- 删除所有元素在该分辨率下的位置数据
- 需要确认操作
---
### 6. 保存画报数据
#### 设置保存路径
```
保存路径: [Assets/Resources/Pictorial/]
```
设置 JSON 文件的保存路径。
#### 保存选项
**方案1保存画报数据**
```
[ 保存画报数据 ] [ 导出JSON ]
```
- 保存到指定路径的 JSON 文件
- 文件名:`{画报名称}.json`
- 包含所有元素数据和分辨率配置
**方案2导出 JSON**
- 弹出文件保存对话框
- 可选择保存位置和文件名
- 适合导出到项目外或备份
**JSON 数据结构:**
```json
{
"pictorialName": "MyPictorial",
"backgroundPath": "Assets/Art/Bg_01.png",
"backgroundSize": {"x": 1920, "y": 1080},
"items": [
{
"itemId": "uuid-xxx",
"itemName": "Item_Poster_Full_A00001",
"imagePath": "Assets/Art/Items/Poster_Full_A00001.png",
"defaultSize": {"x": 1000, "y": 1000},
"positions": [
{
"resolutionWidth": 1920,
"resolutionHeight": 1080,
"position": {"x": 100, "y": 200},
"size": {"x": 1000, "y": 1000},
"rotation": {"x": 0, "y": 0, "z": 0},
"scale": {"x": 1, "y": 1, "z": 1}
}
]
}
],
"resolutionConfigs": [
{
"width": 1920,
"height": 1080,
"backgroundWidth": 1800,
"backgroundHeight": 1000,
"timestamp": "2024-01-15 10:30:00"
}
]
}
```
---
## 运行时使用指南
### 1. 在场景中使用画报
#### 步骤 1创建画报背景对象
```csharp
// 创建 GameObject
GameObject bgObj = new GameObject("PictorialBg");
// 添加 RectTransform
RectTransform bgRect = bgObj.AddComponent<RectTransform>();
bgRect.sizeDelta = new Vector2(1920, 1080);
// 添加 Image 组件
Image bgImage = bgObj.AddComponent<Image>();
// 添加 PictorialBackground 组件
PictorialBackground background = bgObj.AddComponent<PictorialBackground>();
```
#### 步骤 2加载画报数据
```csharp
// 从 Resources 加载 JSON
TextAsset jsonAsset = Resources.Load<TextAsset>("Pictorial/MyPictorial");
string jsonContent = jsonAsset.text;
// 加载到背景组件
background.LoadPictorialData(jsonContent);
```
#### 步骤 3重绘画报创建元素
```csharp
// 重绘会自动创建所有元素
background.RebuildPictorial();
```
**注意:** `RebuildPictorial()` 只能在编辑器模式下调用,运行时需要手动创建元素对象。
---
### 2. 运行时自动适配
画报元素在运行时会自动适配分辨率变化:
#### PictorialItem 组件
- 自动检测背景尺寸变化(每 0.5 秒检查一次)
- 根据保存的多个分辨率配置进行插值计算
- 自动更新元素的位置、尺寸、旋转、缩放
#### 监测机制
```csharp
// 在 PictorialItem.Update() 中
if (Application.isPlaying)
{
// 运行时检查背景尺寸变化
if (背景尺寸变化)
{
UpdatePosition(); // 重新计算位置
}
}
```
---
### 3. 编辑器模式自动适配
在编辑器非运行状态下:
#### PictorialBackground 组件
```csharp
#if UNITY_EDITOR
private void Update()
{
// 每 0.1 秒检查一次屏幕分辨率和背景尺寸
if (屏幕分辨率变化 || 背景尺寸变化)
{
// 查找匹配的分辨率配置
var config = FindMatchingResolutionConfig();
if (配置匹配)
{
RestoreItemsPosition(); // 精确恢复
}
else
{
UpdateAllItemsPosition(); // 插值计算
}
}
}
#endif
```
**好处:**
- 在编辑器中调整 Game 窗口分辨率时,元素自动调整
- 实时预览不同分辨率下的效果
- 无需进入运行模式
---
## 常见问题
### Q1: 打开画报后元素位置不正确?
**原因:** 当前分辨率与保存的配置不匹配。
**解决方案:**
1. 检查 Game 窗口的当前分辨率
2. 系统会自动使用插值计算位置
3. 如需精确位置,请调整 Game 窗口到已保存的分辨率
---
### Q2: 添加元素后图片不显示?
**原因:** 图片资源不是 Sprite 类型。
**解决方案:**
1. 在 Project 窗口选中图片
2. 在 Inspector 中设置 `Texture Type``Sprite (2D and UI)`
3. 点击 Apply
4. 重新添加元素
---
### Q3: 元素名称与数据不匹配?
**错误日志:**
```
[画报系统] Item_Poster_Full_A00001 在PictorialData中找不到匹配的数据
```
**原因:** GameObject 名称与 JSON 数据中的 `itemName` 不一致。
**解决方案:**
1. 在 Hierarchy 窗口检查 GameObject 名称
2. 确保名称格式为 `Item_{图片名称}`
3. 或在 JSON 文件中修改 `itemName` 与 GameObject 名称一致
---
### Q4: 分辨率变化后元素没有自动调整?
**检查项:**
1. **运行时模式**:确保 `PictorialItem` 组件的 `Update()` 方法正常执行
2. **编辑器模式**:确保 `PictorialBackground` 组件的 `Update()` 方法正常执行
3. **日志输出**:查看 Console 是否有相关日志
**日志示例:**
```
[画报系统] 检测到背景尺寸变化: 1920x1080 -> 2560x1440
[画报系统] 使用插值更新元素位置,成功更新 15/15 个元素
```
---
### Q5: 如何删除不需要的分辨率配置?
**步骤:**
1. 在画报编辑器中找到"已保存的分辨率"列表
2. 点击对应分辨率右侧的"删除"按钮
3. 确认删除操作
**注意:** 删除分辨率配置会同时删除所有元素在该分辨率下的位置数据,此操作不可撤销!
---
### Q6: 元素文件名前缀如何使用?
**配置:**
```
元素文件名前缀: [Poster_Full]
```
**效果:**
1. 点击"选择图片"按钮
2. 资源选择器自动打开
3. 搜索框自动填入 `Poster_Full`
4. 列表自动筛选显示匹配的图片
**好处:** 当项目资源很多时,快速定位目标图片,提高编辑效率。
---
### Q7: 如何备份画报数据?
**方案1保存到版本控制**
- 画报数据保存为 JSON 文件
- 提交到 Git 等版本控制系统
- 可追踪历史修改
**方案2导出到其他位置**
1. 点击"导出JSON"按钮
2. 选择保存位置(项目外)
3. 作为备份文件保存
---
### Q8: 画报元素太多,编辑卡顿怎么办?
**优化建议:**
1. 减少不必要的日志输出(修改 `Debug.Log` 为条件输出)
2. 增加分辨率检查间隔(修改 `CHECK_INTERVAL` 常量)
3. 限制元素数量(建议单个画报不超过 50 个元素)
4. 使用对象池管理元素(针对频繁创建销毁的场景)
---
## 技术支持
如遇到其他问题,请查看:
- Unity Console 中的日志输出(搜索 `[画报系统]``[画报编辑器]`
- 源码文件:
- `Assets/Code/Scripts/Framework/UI/Pictorial/PictorialBackground.cs`
- `Assets/Code/Scripts/Framework/UI/Pictorial/PictorialItem.cs`
- `Assets/Editor/Pictorial/PictorialEditorWindow.cs`
---
**文档版本:** 1.0
**最后更新:** 2024-01-15

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