「Unity/UIDropdown」の版間の差分
提供: 初心者エンジニアの簡易メモ
(→ListデータをDropdownへ反映) |
(→ListデータをDropdownへ反映) |
||
行82: | 行82: | ||
==ListデータをDropdownへ反映== | ==ListデータをDropdownへ反映== | ||
<pre> | <pre> | ||
− | List<string> | + | List<string> cars = new List<string>(); |
− | string | + | string car = "jiro"; |
− | Dropdown | + | Dropdown carDropdown; |
void Start() | void Start() | ||
{ | { | ||
− | + | carDropdown = GameObject.Find("/Canvas/CarDropdown").GetComponent<Dropdown>(); | |
− | + | carDropdown.onValueChanged.AddListener(delegate { | |
− | + | CarDropdownValueChanged(carDropdown); | |
}); | }); | ||
} | } | ||
void InitDropdown() | void InitDropdown() | ||
{ | { | ||
− | + | cars.Add("taro"); | |
− | + | cars.Add("jiro"); | |
List<Dropdown.OptionData> optionMessages = new List<Dropdown.OptionData>(); | List<Dropdown.OptionData> optionMessages = new List<Dropdown.OptionData>(); | ||
− | Dropdown optionDropdown = GameObject.Find(" | + | Dropdown optionDropdown = GameObject.Find("CarDropdown").GetComponent<Dropdown>(); |
optionDropdown.ClearOptions(); | optionDropdown.ClearOptions(); | ||
− | foreach (string | + | foreach (string car in cars) |
{ | { | ||
Dropdown.OptionData optionData; | Dropdown.OptionData optionData; | ||
optionData = new Dropdown.OptionData(); | optionData = new Dropdown.OptionData(); | ||
− | optionData.text = | + | optionData.text = car; |
optionMessages.Add(optionData); | optionMessages.Add(optionData); | ||
} | } | ||
行110: | 行110: | ||
optionDropdown.options.Add(message); | optionDropdown.options.Add(message); | ||
} | } | ||
− | optionDropdown.value = | + | optionDropdown.value = cars.IndexOf(car); |
} | } | ||
− | void | + | void CarDropdownValueChanged(Dropdown change) |
{ | { | ||
− | + | car = cars[change.value]; | |
} | } | ||
</pre> | </pre> |
2018年9月10日 (月) 15:29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> cars = new List<string>(); string car = "jiro"; Dropdown carDropdown; void Start() { carDropdown = GameObject.Find("/Canvas/CarDropdown").GetComponent<Dropdown>(); carDropdown.onValueChanged.AddListener(delegate { CarDropdownValueChanged(carDropdown); }); } void InitDropdown() { cars.Add("taro"); cars.Add("jiro"); List<Dropdown.OptionData> optionMessages = new List<Dropdown.OptionData>(); Dropdown optionDropdown = GameObject.Find("CarDropdown").GetComponent<Dropdown>(); optionDropdown.ClearOptions(); foreach (string car in cars) { Dropdown.OptionData optionData; optionData = new Dropdown.OptionData(); optionData.text = car; optionMessages.Add(optionData); } foreach (Dropdown.OptionData message in optionMessages) { optionDropdown.options.Add(message); } optionDropdown.value = cars.IndexOf(car); } void CarDropdownValueChanged(Dropdown change) { car = cars[change.value]; }