「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) |
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==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];
}
