「Unity/UIDropdown」の版間の差分
提供: 初心者エンジニアの簡易メモ
(→Dropdownの選択項目追加) |
(→ListデータをDropdownへ反映) |
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行83: | 行83: | ||
<pre> | <pre> | ||
List<string> names = new List<string>(); | List<string> names = new List<string>(); | ||
+ | Dropdown nameDropdown; | ||
+ | void Start() | ||
+ | { | ||
+ | nameDropdown = GameObject.Find("/Canvas/NameDropdown").GetComponent<Dropdown>(); | ||
+ | nameDropdown.onValueChanged.AddListener(delegate { | ||
+ | NameDropdownValueChanged(nameDropdown); | ||
+ | }); | ||
+ | } | ||
void InitDropdown() | void InitDropdown() | ||
{ | { | ||
行101: | 行109: | ||
optionDropdown.options.Add(message); | optionDropdown.options.Add(message); | ||
} | } | ||
+ | } | ||
+ | |||
+ | void NameDropdownValueChanged(Dropdown change) | ||
+ | { | ||
+ | name = names[change.value]; | ||
} | } | ||
</pre> | </pre> |
2018年9月10日 (月) 15:18時点における版
Dropdown追加方法
- UI/Dropdownを追加
- Dropdownを選択肢Inspectorのoptionsから選択項目を編集する
Dropdown選択値取得サンプル
using UnityEngine; using UnityEngine.UI; public class Example : MonoBehaviour { Dropdown m_Dropdown; public Text m_Text; void Start() { //Fetch the Dropdown GameObject m_Dropdown = GetComponent<Dropdown>(); //Add listener for when the value of the Dropdown changes, to take action m_Dropdown.onValueChanged.AddListener(delegate { DropdownValueChanged(m_Dropdown); }); //Initialise the Text to say the first value of the Dropdown m_Text.text = "First Value : " + m_Dropdown.value; } //Ouput the new value of the Dropdown into Text void DropdownValueChanged(Dropdown change) { m_Text.text = "New Value : " + change.value; } }
参考:https://docs.unity3d.com/ja/current/ScriptReference/UI.Dropdown-onValueChanged.html
選択項目の高さが狭い場合
templates/viewportのscaleのyを1から3とかにする
Dropdownの選択項目追加
using UnityEngine; using UnityEngine.UI; using System.Collections.Generic; public class Example : MonoBehaviour { //Use these for adding options to the Dropdown List Dropdown.OptionData m_NewData, m_NewData2; //The list of messages for the Dropdown List<Dropdown.OptionData> m_Messages = new List<Dropdown.OptionData>(); //This is the Dropdown Dropdown m_Dropdown; string m_MyString; int m_Index; void Start() { //Fetch the Dropdown GameObject the script is attached to m_Dropdown = GetComponent<Dropdown>(); //Clear the old options of the Dropdown menu m_Dropdown.ClearOptions(); //Create a new option for the Dropdown menu which reads "Option 1" and add to messages List m_NewData = new Dropdown.OptionData(); m_NewData.text = "Option 1"; m_Messages.Add(m_NewData); //Create a new option for the Dropdown menu which reads "Option 2" and add to messages List m_NewData2 = new Dropdown.OptionData(); m_NewData2.text = "Option 2"; m_Messages.Add(m_NewData2); //Take each entry in the message List foreach (Dropdown.OptionData message in m_Messages) { //Add each entry to the Dropdown m_Dropdown.options.Add(message); //Make the index equal to the total number of entries m_Index = m_Messages.Count - 1; } } }
参考:https://docs.unity3d.com/ja/current/ScriptReference/UI.Dropdown-options.html
ListデータをDropdownへ反映
List<string> names = new List<string>(); Dropdown nameDropdown; void Start() { nameDropdown = GameObject.Find("/Canvas/NameDropdown").GetComponent<Dropdown>(); nameDropdown.onValueChanged.AddListener(delegate { NameDropdownValueChanged(nameDropdown); }); } void InitDropdown() { names.Add("taro"); names.Add("jiro"); List<Dropdown.OptionData> optionMessages = new List<Dropdown.OptionData>(); Dropdown optionDropdown = GameObject.Find("nameDropdown").GetComponent<Dropdown>(); optionDropdown.ClearOptions(); foreach (string name in names) { Dropdown.OptionData optionData; optionData = new Dropdown.OptionData(); optionData.text = name; optionMessages.Add(optionData); } foreach (Dropdown.OptionData message in optionMessages) { optionDropdown.options.Add(message); } } void NameDropdownValueChanged(Dropdown change) { name = names[change.value]; }