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unity6camera没有clearflags

时间: 2025-05-08 08:18:31 浏览: 19
### Unity 中 Camera Clear Flags 的解决方案 在 Unity 5.0 版本中,Camera 组件的 `ClearFlags` 属性用于定义摄像机如何清除其背景颜色或深度缓冲区。如果遇到 `ClearFlags` 缺失或者无法正常工作的情况,可能的原因包括脚本错误、渲染路径配置不当以及特定场景设置冲突等问题。 以下是针对该问题的具体分析和解决方法: #### 渲染路径检查 Unity 提供了多种渲染路径选项(Forward Rendering 和 Deferred Shading),这些会影响 `ClearFlags` 的行为。当使用 **Deferred Shading** 渲染路径时,某些清屏操作可能会被忽略或覆盖[^2]。因此,在项目中确认当前使用的渲染路径非常重要。可以通过以下方式调整渲染路径: ```csharp using UnityEngine; public class RenderPathChecker : MonoBehaviour { void Start() { Camera.main.actualRenderingPath = RenderingPath.DeferredShading; } } ``` #### 脚本验证与修复 如果通过脚本动态修改 `ClearFlags` 设置,则需确保代码逻辑无误并适配目标平台。例如,下面是一个简单的示例来测试 `ClearFlags` 是否生效: ```csharp using UnityEngine; public class CameraClearFlagFixer : MonoBehaviour { public Camera myCamera; void Start() { if (myCamera != null) { myCamera.clearFlags = CameraClearFlags.Skybox; // 或者其他模式 SolidColor / DepthOnly myCamera.backgroundColor = Color.blue; // 如果选择了SolidColor作为clearFlags } } } ``` 上述代码片段展示了如何手动指定相机的清理标志及其关联的颜色属性[^1]。 #### 场景环境排查 有时即使设置了正确的 `ClearFlags` 值仍看不到预期效果,这可能是由于场景中的光照或其他对象干扰所致。建议逐一排除潜在影响因素,比如关闭不必要的光源或移除遮挡物后再观察变化情况。 最后提醒开发者注意官方文档说明以及最新补丁更新信息,因为随着引擎迭代部分功能实现细节可能存在变动。
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//---------------------------------------------- // NGUI: Next-Gen UI kit // Copyright © 2011-2015 Tasharen Entertainment //---------------------------------------------- using UnityEngine; using System; using System.Collections.Generic; using System.IO; using System.Reflection; /// /// Helper class containing generic functions used throughout the UI library. /// static public class NGUITools { static AudioListener mListener; static bool mLoaded = false; static float mGlobalVolume = 1f; /// /// Globally accessible volume affecting all sounds played via NGUITools.PlaySound(). /// static public float soundVolume { get { if (!mLoaded) { mLoaded = true; mGlobalVolume = PlayerPrefs.GetFloat("Sound", 1f); } return mGlobalVolume; } set { if (mGlobalVolume != value) { mLoaded = true; mGlobalVolume = value; PlayerPrefs.SetFloat("Sound", value); } } } /// /// Helper function -- whether the disk access is allowed. /// static public bool fileAccess { get { return Application.platform != RuntimePlatform.WindowsWebPlayer && Application.platform != RuntimePlatform.OSXWebPlayer; } } /// /// Play the specified audio clip. /// static public AudioSource PlaySound (AudioClip clip) { return PlaySound(clip, 1f, 1f); } /// /// Play the specified audio clip with the specified volume. /// static public AudioSource PlaySound (AudioClip clip, float volume) { return PlaySound(clip, volume, 1f); } static float mLastTimestamp = 0f; static AudioClip mLastClip; /// /// Play the specified audio clip with the specified volume and pitch. /// static public AudioSource PlaySound (AudioClip clip, float volume, float pitch) { float time = Time.time; if (mLastClip == clip && mLastTimestamp + 0.1f > time) return null; mLastClip = clip; mLastTimestamp = time; volume *= soundVolume; if (clip != null && volume > 0.01f) { if (mListener == null || !NGUITools.GetActive(mListener)) { AudioListener[] listeners = GameObject.FindObjectsOfType(typeof(AudioListener)) as AudioListener[]; if (listeners != null) { for (int i = 0; i < listeners.Length; ++i) { if (NGUITools.GetActive(listeners[i])) { mListener = listeners[i]; break; } } } if (mListener == null) { Camera cam = Camera.main; if (cam == null) cam = GameObject.FindObjectOfType(typeof(Camera)) as Camera; if (cam != null) mListener = cam.gameObject.AddComponent<AudioListener>(); } } if (mListener != null && mListener.enabled && NGUITools.GetActive(mListener.gameObject)) { #if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 AudioSource source = mListener.audio; #else AudioSource source = mListener.GetComponent<AudioSource>(); #endif if (source == null) source = mListener.gameObject.AddComponent<AudioSource>(); #if !UNITY_FLASH source.priority = 50; source.pitch = pitch; #endif source.PlayOneShot(clip, volume); return source; } } return null; } /// /// New WWW call can fail if the crossdomain policy doesn't check out. Exceptions suck. It's much more elegant to check for null instead. /// // static public WWW OpenURL (string url) // { //#if UNITY_FLASH // Debug.LogError("WWW is not yet implemented in Flash"); // return null; //#else // WWW www = null; // try { www = new WWW(url); } // catch (System.Exception ex) { Debug.LogError(ex.Message); } // return www; //#endif // } // /// // /// New WWW call can fail if the crossdomain policy doesn't check out. Exceptions suck. It's much more elegant to check for null instead. // /// // static public WWW OpenURL (string url, WWWForm form) // { // if (form == null) return OpenURL(url); //#if UNITY_FLASH // Debug.LogError("WWW is not yet implemented in Flash"); // return null; //#else // WWW www = null; // try { www = new WWW(url, form); } // catch (System.Exception ex) { Debug.LogError(ex != null ? ex.Message : "<null>"); } // return www; //#endif // } /// /// Same as Random.Range, but the returned value is between min and max, inclusive. /// Unity's Random.Range is less than max instead, unless min == max. /// This means Range(0,1) produces 0 instead of 0 or 1. That's unacceptable. /// static public int RandomRange (int min, int max) { if (min == max) return min; return UnityEngine.Random.Range(min, max + 1); } /// /// Returns the hierarchy of the object in a human-readable format. /// static public string GetHierarchy (GameObject obj) { if (obj == null) return ""; string path = obj.name; while (obj.transform.parent != null) { obj = obj.transform.parent.gameObject; path = obj.name + "\\" + path; } return path; } /// /// Find all active objects of specified type. /// static public T[] FindActive<T> () where T : Component { return GameObject.FindObjectsOfType(typeof(T)) as T[]; } /// /// Find the camera responsible for drawing the objects on the specified layer. /// static public Camera FindCameraForLayer (int layer) { int layerMask = 1 << layer; Camera cam; for (int i = 0; i < UICamera.list.size; ++i) { cam = UICamera.list.buffer[i].cachedCamera; if (cam && (cam.cullingMask & layerMask) != 0) return cam; } cam = Camera.main; if (cam && (cam.cullingMask & layerMask) != 0) return cam; #if UNITY_4_3 || UNITY_FLASH Camera[] cameras = NGUITools.FindActive<Camera>(); for (int i = 0, imax = cameras.Length; i < imax; ++i) #else Camera[] cameras = new Camera[Camera.allCamerasCount]; int camerasFound = Camera.GetAllCameras(cameras); for (int i = 0; i < camerasFound; ++i) #endif { cam = cameras[i]; if (cam && cam.enabled && (cam.cullingMask & layerMask) != 0) return cam; } return null; } /// /// Add a collider to the game object containing one or more widgets. /// static public void AddWidgetCollider (GameObject go) { AddWidgetCollider(go, false); } /// /// Add a collider to the game object containing one or more widgets. /// static public void AddWidgetCollider (GameObject go, bool considerInactive) { if (go != null) { // 3D collider Collider col = go.GetComponent<Collider>(); BoxCollider box = col as BoxCollider; if (box != null) { UpdateWidgetCollider(box, considerInactive); return; } // Is there already another collider present? If so, do nothing. if (col != null) return; // 2D collider BoxCollider2D box2 = go.GetComponent<BoxCollider2D>(); if (box2 != null) { UpdateWidgetCollider(box2, considerInactive); return; } UICamera ui = UICamera.FindCameraForLayer(go.layer); if (ui != null && (ui.eventType == UICamera.EventType.World_2D || ui.eventType == UICamera.EventType.UI_2D)) { box2 = go.AddComponent<BoxCollider2D>(); box2.isTrigger = true; #if UNITY_EDITOR UnityEditor.Undo.RegisterCreatedObjectUndo(box2, "Add Collider"); #endif UIWidget widget = go.GetComponent<UIWidget>(); if (widget != null) widget.autoResizeBoxCollider = true; UpdateWidgetCollider(box2, considerInactive); return; } else { box = go.AddComponent<BoxCollider>(); #if UNITY_EDITOR UnityEditor.Undo.RegisterCreatedObjectUndo(box, "Add Collider"); #endif box.isTrigger = true; UIWidget widget = go.GetComponent<UIWidget>(); if (widget != null) widget.autoResizeBoxCollider = true; UpdateWidgetCollider(box, considerInactive); } } return; } /// /// Adjust the widget's collider based on the depth of the widgets, as well as the widget's dimensions. /// static public void UpdateWidgetCollider (GameObject go) { UpdateWidgetCollider(go, false); } /// /// Adjust the widget's collider based on the depth of the widgets, as well as the widget's dimensions. /// static public void UpdateWidgetCollider (GameObject go, bool considerInactive) { if (go != null) { BoxCollider bc = go.GetComponent<BoxCollider>(); if (bc != null) { UpdateWidgetCollider(bc, considerInactive); return; } BoxCollider2D box2 = go.GetComponent<BoxCollider2D>(); if (box2 != null) UpdateWidgetCollider(box2, considerInactive); } } /// /// Adjust the widget's collider based on the depth of the widgets, as well as the widget's dimensions. /// static public void UpdateWidgetCollider (BoxCollider box, bool considerInactive) { if (box != null) { GameObject go = box.gameObject; UIWidget w = go.GetComponent<UIWidget>(); if (w != null) { Vector4 dr = w.drawRegion; if (dr.x != 0f || dr.y != 0f || dr.z != 1f || dr.w != 1f) { Vector4 region = w.drawingDimensions; box.center = new Vector3((region.x + region.z) * 0.5f, (region.y + region.w) * 0.5f); box.size = new Vector3(region.z - region.x, region.w - region.y); } else { Vector3[] corners = w.localCorners; box.center = Vector3.Lerp(corners[0], corners[2], 0.5f); box.size = corners[2] - corners[0]; } } else { Bounds b = NGUIMath.CalculateRelativeWidgetBounds(go.transform, considerInactive); box.center = b.center; box.size = new Vector3(b.size.x, b.size.y, 0f); } #if UNITY_EDITOR NGUITools.SetDirty(box); #endif } } /// /// Adjust the widget's collider based on the depth of the widgets, as well as the widget's dimensions. /// static public void UpdateWidgetCollider (BoxCollider2D box, bool considerInactive) { if (box != null) { GameObject go = box.gameObject; UIWidget w = go.GetComponent<UIWidget>(); if (w != null) { Vector3[] corners = w.localCorners; #if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 box.center = Vector3.Lerp(corners[0], corners[2], 0.5f); #else box.offset = Vector3.Lerp(corners[0], corners[2], 0.5f); #endif box.size = corners[2] - corners[0]; } else { Bounds b = NGUIMath.CalculateRelativeWidgetBounds(go.transform, considerInactive); #if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 box.center = b.center; #else box.offset = b.center; #endif box.size = new Vector2(b.size.x, b.size.y); } #if UNITY_EDITOR NGUITools.SetDirty(box); #endif } } /// /// Helper function that returns the string name of the type. /// static public string GetTypeName<T> () { string s = typeof(T).ToString(); if (s.StartsWith("UI")) s = s.Substring(2); else if (s.StartsWith("UnityEngine.")) s = s.Substring(12); return s; } /// /// Helper function that returns the string name of the type. /// static public string GetTypeName (UnityEngine.Object obj) { if (obj == null) return "Null"; string s = obj.GetType().ToString(); if (s.StartsWith("UI")) s = s.Substring(2); else if (s.StartsWith("UnityEngine.")) s = s.Substring(12); return s; } /// /// Convenience method that works without warnings in both Unity 3 and 4. /// static public void RegisterUndo (UnityEngine.Object obj, string name) { #if UNITY_EDITOR UnityEditor.Undo.RecordObject(obj, name); NGUITools.SetDirty(obj); #endif } /// /// Convenience function that marks the specified object as dirty in the Unity Editor. /// static public void SetDirty (UnityEngine.Object obj) { #if UNITY_EDITOR if (obj) { //if (obj is Component) Debug.Log(NGUITools.GetHierarchy((obj as Component).gameObject), obj); //else if (obj is GameObject) Debug.Log(NGUITools.GetHierarchy(obj as GameObject), obj); //else Debug.Log("Hmm... " + obj.GetType(), obj); UnityEditor.EditorUtility.SetDirty(obj); } #endif } /// /// Add a new child game object. /// static public GameObject AddChild (GameObject parent) { return AddChild(parent, true); } /// /// Add a new child game object. /// static public GameObject AddChild (GameObject parent, bool undo) { GameObject go = new GameObject(); #if UNITY_EDITOR if (undo) UnityEditor.Undo.RegisterCreatedObjectUndo(go, "Create Object"); #endif if (parent != null) { Transform t = go.transform; t.parent = parent.transform; t.localPosition = Vector3.zero; t.localRotation = Quaternion.identity; t.localScale = Vector3.one; go.layer = parent.layer; } return go; } /// /// Instantiate an object and add it to the specified parent. /// static public GameObject AddChild (GameObject parent, GameObject prefab) { GameObject go = GameObject.Instantiate(prefab) as GameObject; #if UNITY_EDITOR UnityEditor.Undo.RegisterCreatedObjectUndo(go, "Create Object"); #endif if (go != null && parent != null) { Transform t = go.transform; t.parent = parent.transform; t.localPosition = Vector3.zero; t.localRotation = Quaternion.identity; t.localScale = Vector3.one; go.layer = parent.layer; } return go; } /// /// Calculate the game object's depth based on the widgets within, and also taking panel depth into consideration. /// static public int CalculateRaycastDepth (GameObject go) { UIWidget w = go.GetComponent<UIWidget>(); if (w != null) return w.raycastDepth; UIWidget[] widgets = go.GetComponentsInChildren<UIWidget>(); if (widgets.Length == 0) return 0; int depth = int.MaxValue; for (int i = 0, imax = widgets.Length; i < imax; ++i) { if (widgets[i].enabled) depth = Mathf.Min(depth, widgets[i].raycastDepth); } return depth; } /// /// Gathers all widgets and calculates the depth for the next widget. /// static public int CalculateNextDepth (GameObject go) { int depth = -1; UIWidget[] widgets = go.GetComponentsInChildren<UIWidget>(); for (int i = 0, imax = widgets.Length; i < imax; ++i) depth = Mathf.Max(depth, widgets[i].depth); return depth + 1; } /// /// Gathers all widgets and calculates the depth for the next widget. /// static public int CalculateNextDepth (GameObject go, bool ignoreChildrenWithColliders) { if (ignoreChildrenWithColliders) { int depth = -1; UIWidget[] widgets = go.GetComponentsInChildren<UIWidget>(); for (int i = 0, imax = widgets.Length; i < imax; ++i) { UIWidget w = widgets[i]; #if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 if (w.cachedGameObject != go && (w.collider != null || w.GetComponent<Collider2D>() != null)) continue; #else if (w.cachedGameObject != go && (w.GetComponent<Collider>() != null || w.GetComponent<Collider2D>() != null)) continue; #endif depth = Mathf.Max(depth, w.depth); } return depth + 1; } return CalculateNextDepth(go); } /// /// Adjust the widgets' depth by the specified value. /// Returns '0' if nothing was adjusted, '1' if panels were adjusted, and '2' if widgets were adjusted. /// static public int AdjustDepth (GameObject go, int adjustment) { if (go != null) { UIPanel panel = go.GetComponent<UIPanel>(); if (panel != null) { UIPanel[] panels = go.GetComponentsInChildren<UIPanel>(true); for (int i = 0; i < panels.Length; ++i) { UIPanel p = panels[i]; #if UNITY_EDITOR RegisterUndo(p, "Depth Change"); #endif p.depth = p.depth + adjustment; } return 1; } else { panel = FindInParents<UIPanel>(go); if (panel == null) return 0; UIWidget[] widgets = go.GetComponentsInChildren<UIWidget>(true); for (int i = 0, imax = widgets.Length; i < imax; ++i) { UIWidget w = widgets[i]; if (w.panel != panel) continue; #if UNITY_EDITOR RegisterUndo(w, "Depth Change"); #endif w.depth = w.depth + adjustment; } return 2; } } return 0; } /// /// Bring all of the widgets on the specified object forward. /// static public void BringForward (GameObject go) { int val = AdjustDepth(go, 1000); if (val == 1) NormalizePanelDepths(); else if (val == 2) NormalizeWidgetDepths(); } /// /// Push all of the widgets on the specified object back, making them appear behind everything else. /// static public void PushBack (GameObject go) { int val = AdjustDepth(go, -1000); if (val == 1) NormalizePanelDepths(); else if (val == 2) NormalizeWidgetDepths(); } /// /// Normalize the depths of all the widgets and panels in the scene, making them start from 0 and remain in order. /// static public void NormalizeDepths () { NormalizeWidgetDepths(); NormalizePanelDepths(); } /// /// Normalize the depths of all the widgets in the scene, making them start from 0 and remain in order. /// static public void NormalizeWidgetDepths () { NormalizeWidgetDepths(FindActive<UIWidget>()); } /// /// Normalize the depths of all the widgets in the scene, making them start from 0 and remain in order. /// static public void NormalizeWidgetDepths (GameObject go) { NormalizeWidgetDepths(go.GetComponentsInChildren<UIWidget>()); } /// /// Normalize the depths of all the widgets in the scene, making them start from 0 and remain in order. /// static public void NormalizeWidgetDepths (UIWidget[] list) { int size = list.Length; if (size > 0) { Array.Sort(list, UIWidget.FullCompareFunc); int start = 0; int current = list[0].depth; for (int i = 0; i < size; ++i) { UIWidget w = list[i]; if (w.depth == current) { w.depth = start; } else { current = w.depth; w.depth = ++start; } } } } /// /// Normalize the depths of all the panels in the scene, making them start from 0 and remain in order. /// static public void NormalizePanelDepths () { UIPanel[] list = FindActive<UIPanel>(); int size = list.Length; if (size > 0) { Array.Sort(list, UIPanel.CompareFunc); int start = 0; int current = list[0].depth; for (int i = 0; i < size; ++i) { UIPanel p = list[i]; if (p.depth == current) { p.depth = start; } else { current = p.depth; p.depth = ++start; } } } } /// /// Create a new UI. /// static public UIPanel CreateUI (bool advanced3D) { return CreateUI(null, advanced3D, -1); } /// /// Create a new UI. /// static public UIPanel CreateUI (bool advanced3D, int layer) { return CreateUI(null, advanced3D, layer); } /// /// Create a new UI. /// static public UIPanel CreateUI (Transform trans, bool advanced3D, int layer) { // Find the existing UI Root UIRoot root = (trans != null) ? NGUITools.FindInParents<UIRoot>(trans.gameObject) : null; if (root == null && UIRoot.list.Count > 0) { foreach (UIRoot r in UIRoot.list) { if (r.gameObject.layer == layer) { root = r; break; } } } // Try to find an existing panel if (root == null) { for (int i = 0, imax = UIPanel.list.Count; i < imax; ++i) { UIPanel p = UIPanel.list[i]; GameObject go = p.gameObject; if (go.hideFlags == HideFlags.None && go.layer == layer) { trans.parent = p.transform; trans.localScale = Vector3.one; return p; } } } // If we are working with a different UI type, we need to treat it as a brand-new one instead if (root != null) { UICamera cam = root.GetComponentInChildren<UICamera>(); #if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 if (cam != null && cam.camera.isOrthoGraphic == advanced3D) #else if (cam != null && cam.GetComponent<Camera>().orthographic == advanced3D) #endif { trans = null; root = null; } } // If no root found, create one if (root == null) { GameObject go = NGUITools.AddChild(null, false); root = go.AddComponent<UIRoot>(); // Automatically find the layers if none were specified if (layer == -1) layer = LayerMask.NameToLayer("UI"); if (layer == -1) layer = LayerMask.NameToLayer("2D UI"); go.layer = layer; if (advanced3D) { go.name = "UI Root (3D)"; root.scalingStyle = UIRoot.Scaling.Constrained; } else { go.name = "UI Root"; root.scalingStyle = UIRoot.Scaling.Flexible; } } // Find the first panel UIPanel panel = root.GetComponentInChildren<UIPanel>(); if (panel == null) { // Find other active cameras in the scene Camera[] cameras = NGUITools.FindActive<Camera>(); float depth = -1f; bool colorCleared = false; int mask = (1 << root.gameObject.layer); for (int i = 0; i < cameras.Length; ++i) { Camera c = cameras[i]; // If the color is being cleared, we won't need to if (c.clearFlags == CameraClearFlags.Color || c.clearFlags == CameraClearFlags.Skybox) colorCleared = true; // Choose the maximum depth depth = Mathf.Max(depth, c.depth); // Make sure this camera can't see the UI c.cullingMask = (c.cullingMask & (~mask)); } // Create a camera that will draw the UI Camera cam = NGUITools.AddChild<Camera>(root.gameObject, false); cam.gameObject.AddComponent<UICamera>(); cam.clearFlags = colorCleared ? CameraClearFlags.Depth : CameraClearFlags.Color; cam.backgroundColor = Color.grey; cam.cullingMask = mask; cam.depth = depth + 1f; if (advanced3D) { cam.nearClipPlane = 0.1f; cam.farClipPlane = 4f; cam.transform.localPosition = new Vector3(0f, 0f, -700f); } else { cam.orthographic = true; cam.orthographicSize = 1; cam.nearClipPlane = -10; cam.farClipPlane = 10; } // Make sure there is an audio listener present AudioListener[] listeners = NGUITools.FindActive<AudioListener>(); if (listeners == null || listeners.Length == 0) cam.gameObject.AddComponent<AudioListener>(); // Add a panel to the root panel = root.gameObject.AddComponent<UIPanel>(); #if UNITY_EDITOR UnityEditor.Selection.activeGameObject = panel.gameObject; #endif } if (trans != null) { // Find the root object while (trans.parent != null) trans = trans.parent; if (NGUITools.IsChild(trans, panel.transform)) { // Odd hierarchy -- can't reparent panel = trans.gameObject.AddComponent<UIPanel>(); } else { // Reparent this root object to be a child of the panel trans.parent = panel.transform; trans.localScale = Vector3.one; trans.localPosition = Vector3.zero; SetChildLayer(panel.cachedTransform, panel.cachedGameObject.layer); } } return panel; } /// /// Helper function that recursively sets all children with widgets' game objects layers to the specified value. /// static public void SetChildLayer (Transform t, int layer) { for (int i = 0; i < t.childCount; ++i) { Transform child = t.GetChild(i); child.gameObject.layer = layer; SetChildLayer(child, layer); } } /// /// Add a child object to the specified parent and attaches the specified script to it. /// static public T AddChild<T> (GameObject parent) where T : Component { GameObject go = AddChild(parent); go.name = GetTypeName<T>(); return go.AddComponent<T>(); } /// /// Add a child object to the specified parent and attaches the specified script to it. /// static public T AddChild<T> (GameObject parent, bool undo) where T : Component { GameObject go = AddChild(parent, undo); go.name = GetTypeName<T>(); return go.AddComponent<T>(); } /// /// Add a new widget of specified type. /// static public T AddWidget<T> (GameObject go) where T : UIWidget { int depth = CalculateNextDepth(go); // Create the widget and place it above other widgets T widget = AddChild<T>(go); widget.width = 100; widget.height = 100; widget.depth = depth; return widget; } /// /// Add a new widget of specified type. /// static public T AddWidget<T> (GameObject go, int depth) where T : UIWidget { // Create the widget and place it above other widgets T widget = AddChild<T>(go); widget.width = 100; widget.height = 100; widget.depth = depth; return widget; } /// /// Add a sprite appropriate for the specified atlas sprite. /// It will be sliced if the sprite has an inner rect, and a regular sprite otherwise. /// static public UISprite AddSprite (GameObject go, UIAtlas atlas, string spriteName) { UISpriteData sp = (atlas != null) ? atlas.GetSprite(spriteName) : null; UISprite sprite = AddWidget<UISprite>(go); sprite.type = (sp == null || !sp.hasBorder) ? UISprite.Type.Simple : UISprite.Type.Sliced; sprite.atlas = atlas; sprite.spriteName = spriteName; return sprite; } /// /// Get the rootmost object of the specified game object. /// static public GameObject GetRoot (GameObject go) { Transform t = go.transform; for (; ; ) { Transform parent = t.parent; if (parent == null) break; t = parent; } return t.gameObject; } /// /// Finds the specified component on the game object or one of its parents. /// static public T FindInParents<T> (GameObject go) where T : Component { if (go == null) return null; // Commented out because apparently it causes Unity 4.5.3 to lag horribly: // http://www.tasharen.com/forum/index.php?topic=10882.0 //#if UNITY_4_3 #if UNITY_FLASH object comp = go.GetComponent<T>(); #else T comp = go.GetComponent<T>(); #endif if (comp == null) { Transform t = go.transform.parent; while (t != null && comp == null) { comp = t.gameObject.GetComponent<T>(); t = t.parent; } } #if UNITY_FLASH return (T)comp; #else return comp; #endif //#else // return go.GetComponentInParent<T>(); //#endif } /// /// Finds the specified component on the game object or one of its parents. /// static public T FindInParents<T> (Transform trans) where T : Component { if (trans == null) return null; #if UNITY_4_3 #if UNITY_FLASH object comp = trans.GetComponent<T>(); #else T comp = trans.GetComponent<T>(); #endif if (comp == null) { Transform t = trans.transform.parent; while (t != null && comp == null) { comp = t.gameObject.GetComponent<T>(); t = t.parent; } } #if UNITY_FLASH return (T)comp; #else return comp; #endif #else return trans.GetComponentInParent<T>(); #endif } /// /// Destroy the specified object, immediately if in edit mode. /// static public void Destroy (UnityEngine.Object obj) { if (obj != null) { if (obj is Transform) obj = (obj as Transform).gameObject; if (Application.isPlaying) { if (obj is GameObject) { GameObject go = obj as GameObject; go.transform.parent = null; } UnityEngine.Object.Destroy(obj); } else UnityEngine.Object.DestroyImmediate(obj); } } /// /// Destroy the specified object immediately, unless not in the editor, in which case the regular Destroy is used instead. /// static public void DestroyImmediate (UnityEngine.Object obj) { if (obj != null) { if (Application.isEditor) UnityEngine.Object.DestroyImmediate(obj); else UnityEngine.Object.Destroy(obj); } } /// /// Call the specified function on all objects in the scene. /// static public void Broadcast (string funcName) { GameObject[] gos = GameObject.FindObjectsOfType(typeof(GameObject)) as GameObject[]; for (int i = 0, imax = gos.Length; i < imax; ++i) gos[i].SendMessage(funcName, SendMessageOptions.DontRequireReceiver); } /// /// Call the specified function on all objects in the scene. /// static public void Broadcast (string funcName, object param) { GameObject[] gos = GameObject.FindObjectsOfType(typeof(GameObject)) as GameObject[]; for (int i = 0, imax = gos.Length; i < imax; ++i) gos[i].SendMessage(funcName, param, SendMessageOptions.DontRequireReceiver); } /// /// Determines whether the 'parent' contains a 'child' in its hierarchy. /// static public bool IsChild (Transform parent, Transform child) { if (parent == null || child == null) return false; while (child != null) { if (child == parent) return true; child = child.parent; } return false; } /// /// Activate the specified object and all of its children. /// static void Activate (Transform t) { Activate(t, false); } /// /// Activate the specified object and all of its children. /// static void Activate (Transform t, bool compatibilityMode) { SetActiveSelf(t.gameObject, true); if (compatibilityMode) { // If there is even a single enabled child, then we're using a Unity 4.0-based nested active state scheme. for (int i = 0, imax = t.childCount; i < imax; ++i) { Transform child = t.GetChild(i); if (child.gameObject.activeSelf) return; } // If this point is reached, then all the children are disabled, so we must be using a Unity 3.5-based active state scheme. for (int i = 0, imax = t.childCount; i < imax; ++i) { Transform child = t.GetChild(i); Activate(child, true); } } } /// /// Deactivate the specified object and all of its children. /// static void Deactivate (Transform t) { SetActiveSelf(t.gameObject, false); } /// /// SetActiveRecursively enables children before parents. This is a problem when a widget gets re-enabled /// and it tries to find a panel on its parent. /// static public void SetActive (GameObject go, bool state) { SetActive(go, state, true); } /// /// SetActiveRecursively enables children before parents. This is a problem when a widget gets re-enabled /// and it tries to find a panel on its parent. /// static public void SetActive (GameObject go, bool state, bool compatibilityMode) { if (go) { if (state) { Activate(go.transform, compatibilityMode); #if UNITY_EDITOR if (Application.isPlaying) #endif CallCreatePanel(go.transform); } else Deactivate(go.transform); } } /// /// Ensure that all widgets have had their panels created, forcing the update right away rather than on the following frame. /// [System.Diagnostics.DebuggerHidden] [System.Diagnostics.DebuggerStepThrough] static void CallCreatePanel (Transform t) { UIWidget w = t.GetComponent<UIWidget>(); if (w != null) w.CreatePanel(); for (int i = 0, imax = t.childCount; i < imax; ++i) CallCreatePanel(t.GetChild(i)); } /// /// Activate or deactivate children of the specified game object without changing the active state of the object itself. /// static public void SetActiveChildren (GameObject go, bool state) { Transform t = go.transform; if (state) { for (int i = 0, imax = t.childCount; i < imax; ++i) { Transform child = t.GetChild(i); Activate(child); } } else { for (int i = 0, imax = t.childCount; i < imax; ++i) { Transform child = t.GetChild(i); Deactivate(child); } } } /// /// Helper function that returns whether the specified MonoBehaviour is active. /// [System.Obsolete("Use NGUITools.GetActive instead")] static public bool IsActive (Behaviour mb) { return mb != null && mb.enabled && mb.gameObject.activeInHierarchy; } /// /// Helper function that returns whether the specified MonoBehaviour is active. /// [System.Diagnostics.DebuggerHidden] [System.Diagnostics.DebuggerStepThrough] static public bool GetActive (Behaviour mb) { return mb && mb.enabled && mb.gameObject.activeInHierarchy; } /// /// Unity4 has changed GameObject.active to GameObject.activeself. /// [System.Diagnostics.DebuggerHidden] [System.Diagnostics.DebuggerStepThrough] static public bool GetActive (GameObject go) { return go && go.activeInHierarchy; } /// /// Unity4 has changed GameObject.active to GameObject.SetActive. /// [System.Diagnostics.DebuggerHidden] [System.Diagnostics.DebuggerStepThrough] static public void SetActiveSelf (GameObject go, bool state) { go.SetActive(state); } /// /// Recursively set the game object's layer. /// static public void SetLayer (GameObject go, int layer) { go.layer = layer; Transform t = go.transform; for (int i = 0, imax = t.childCount; i < imax; ++i) { Transform child = t.GetChild(i); SetLayer(child.gameObject, layer); } } /// /// Helper function used to make the vector use integer numbers. /// static public Vector3 Round (Vector3 v) { v.x = Mathf.Round(v.x); v.y = Mathf.Round(v.y); v.z = Mathf.Round(v.z); return v; } /// /// Make the specified selection pixel-perfect. /// static public void MakePixelPerfect (Transform t) { UIWidget w = t.GetComponent<UIWidget>(); if (w != null) w.MakePixelPerfect(); if (t.GetComponent<UIAnchor>() == null && t.GetComponent<UIRoot>() == null) { #if UNITY_EDITOR RegisterUndo(t, "Make Pixel-Perfect"); #endif t.localPosition = Round(t.localPosition); t.localScale = Round(t.localScale); } // Recurse into children for (int i = 0, imax = t.childCount; i < imax; ++i) MakePixelPerfect(t.GetChild(i)); } /// /// Save the specified binary data into the specified file. /// static public bool Save (string fileName, byte[] bytes) { #if UNITY_WEBPLAYER || UNITY_FLASH || UNITY_METRO || UNITY_WP8 || UNITY_WP_8_1 return false; #else if (!NGUITools.fileAccess) return false; string path = ""; if (bytes == null) { if (File.Exists(path)) File.Delete(path); return true; } FileStream file = null; try { file = File.Create(path); } catch (System.Exception ex) { Debug.LogError(ex.Message); return false; } file.Write(bytes, 0, bytes.Length); file.Close(); return true; #endif } /// /// Load all binary data from the specified file. /// static public byte[] Load (string fileName) { #if UNITY_WEBPLAYER || UNITY_FLASH || UNITY_METRO || UNITY_WP8 || UNITY_WP_8_1 return null; #else if (!NGUITools.fileAccess) return null; string path = ""; if (File.Exists(path)) { return File.ReadAllBytes(path); } return null; #endif } /// /// Pre-multiply shaders result in a black outline if this operation is done in the shader. It's better to do it outside. /// static public Color ApplyPMA (Color c) { if (c.a != 1f) { c.r *= c.a; c.g *= c.a; c.b *= c.a; } return c; } /// /// Inform all widgets underneath the specified object that the parent has changed. /// static public void MarkParentAsChanged (GameObject go) { UIRect[] rects = go.GetComponentsInChildren<UIRect>(); for (int i = 0, imax = rects.Length; i < imax; ++i) rects[i].ParentHasChanged(); } /// /// Access to the clipboard via undocumented APIs. /// static public string clipboard { get { TextEditor te = new TextEditor(); te.Paste(); return te.content.text; } set { TextEditor te = new TextEditor(); te.content = new GUIContent(value); te.OnFocus(); te.Copy(); } } [System.Obsolete("Use NGUIText.EncodeColor instead")] static public string EncodeColor (Color c) { return NGUIText.EncodeColor24(c); } [System.Obsolete("Use NGUIText.ParseColor instead")] static public Color ParseColor (string text, int offset) { return NGUIText.ParseColor24(text, offset); } [System.Obsolete("Use NGUIText.StripSymbols instead")] static public string StripSymbols (string text) { return NGUIText.StripSymbols(text); } /// /// Extension for the game object that checks to see if the component already exists before adding a new one. /// If the component is already present it will be returned instead. /// static public T AddMissingComponent<T> (this GameObject go) where T : Component { #if UNITY_FLASH object comp = go.GetComponent<T>(); #else T comp = go.GetComponent<T>(); #endif if (comp == null) { #if UNITY_EDITOR if (!Application.isPlaying) RegisterUndo(go, "Add " + typeof(T)); #endif comp = go.AddComponent<T>(); } #if UNITY_FLASH return (T)comp; #else return comp; #endif } // Temporary variable to avoid GC allocation static Vector3[] mSides = new Vector3[4]; /// /// Get sides relative to the specified camera. The order is left, top, right, bottom. /// static public Vector3[] GetSides (this Camera cam) { return cam.GetSides(Mathf.Lerp(cam.nearClipPlane, cam.farClipPlane, 0.5f), null); } /// /// Get sides relative to the specified camera. The order is left, top, right, bottom. /// static public Vector3[] GetSides (this Camera cam, float depth) { return cam.GetSides(depth, null); } /// /// Get sides relative to the specified camera. The order is left, top, right, bottom. /// static public Vector3[] GetSides (this Camera cam, Transform relativeTo) { return cam.GetSides(Mathf.Lerp(cam.nearClipPlane, cam.farClipPlane, 0.5f), relativeTo); } /// /// Get sides relative to the specified camera. The order is left, top, right, bottom. /// static public Vector3[] GetSides (this Camera cam, float depth, Transform relativeTo) { #if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 if (cam.isOrthoGraphic) #else if (cam.orthographic) #endif { float os = cam.orthographicSize; float x0 = -os; float x1 = os; float y0 = -os; float y1 = os; Rect rect = cam.rect; Vector2 size = screenSize; float aspect = size.x / size.y; aspect *= rect.width / rect.height; x0 *= aspect; x1 *= aspect; // We want to ignore the scale, as scale doesn't affect the camera's view region in Unity Transform t = cam.transform; Quaternion rot = t.rotation; Vector3 pos = t.position; int w = Mathf.RoundToInt(size.x); int h = Mathf.RoundToInt(size.y); if ((w & 1) == 1) pos.x -= 1f / size.x; if ((h & 1) == 1) pos.y += 1f / size.y; mSides[0] = rot * (new Vector3(x0, 0f, depth)) + pos; mSides[1] = rot * (new Vector3(0f, y1, depth)) + pos; mSides[2] = rot * (new Vector3(x1, 0f, depth)) + pos; mSides[3] = rot * (new Vector3(0f, y0, depth)) + pos; } else { mSides[0] = cam.ViewportToWorldPoint(new Vector3(0f, 0.5f, depth)); mSides[1] = cam.ViewportToWorldPoint(new Vector3(0.5f, 1f, depth)); mSides[2] = cam.ViewportToWorldPoint(new Vector3(1f, 0.5f, depth)); mSides[3] = cam.ViewportToWorldPoint(new Vector3(0.5f, 0f, depth)); } if (relativeTo != null) { for (int i = 0; i < 4; ++i) mSides[i] = relativeTo.InverseTransformPoint(mSides[i]); } return mSides; } /// /// Get the camera's world-space corners. The order is bottom-left, top-left, top-right, bottom-right. /// static public Vector3[] GetWorldCorners (this Camera cam) { float depth = Mathf.Lerp(cam.nearClipPlane, cam.farClipPlane, 0.5f); return cam.GetWorldCorners(depth, null); } /// /// Get the camera's world-space corners. The order is bottom-left, top-left, top-right, bottom-right. /// static public Vector3[] GetWorldCorners (this Camera cam, float depth) { return cam.GetWorldCorners(depth, null); } /// /// Get the camera's world-space corners. The order is bottom-left, top-left, top-right, bottom-right. /// static public Vector3[] GetWorldCorners (this Camera cam, Transform relativeTo) { return cam.GetWorldCorners(Mathf.Lerp(cam.nearClipPlane, cam.farClipPlane, 0.5f), relativeTo); } /// /// Get the camera's world-space corners. The order is bottom-left, top-left, top-right, bottom-right. /// static public Vector3[] GetWorldCorners (this Camera cam, float depth, Transform relativeTo) { #if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 if (cam.isOrthoGraphic) #else if (cam.orthographic) #endif { float os = cam.orthographicSize; float x0 = -os; float x1 = os; float y0 = -os; float y1 = os; Rect rect = cam.rect; Vector2 size = screenSize; float aspect = size.x / size.y; aspect *= rect.width / rect.height; x0 *= aspect; x1 *= aspect; // We want to ignore the scale, as scale doesn't affect the camera's view region in Unity Transform t = cam.transform; Quaternion rot = t.rotation; Vector3 pos = t.position; mSides[0] = rot * (new Vector3(x0, y0, depth)) + pos; mSides[1] = rot * (new Vector3(x0, y1, depth)) + pos; mSides[2] = rot * (new Vector3(x1, y1, depth)) + pos; mSides[3] = rot * (new Vector3(x1, y0, depth)) + pos; } else { mSides[0] = cam.ViewportToWorldPoint(new Vector3(0f, 0f, depth)); mSides[1] = cam.ViewportToWorldPoint(new Vector3(0f, 1f, depth)); mSides[2] = cam.ViewportToWorldPoint(new Vector3(1f, 1f, depth)); mSides[3] = cam.ViewportToWorldPoint(new Vector3(1f, 0f, depth)); } if (relativeTo != null) { for (int i = 0; i < 4; ++i) mSides[i] = relativeTo.InverseTransformPoint(mSides[i]); } return mSides; } /// /// Convenience function that converts Class + Function combo into Class.Function representation. /// static public string GetFuncName (object obj, string method) { if (obj == null) return "<null>"; string type = obj.GetType().ToString(); int period = type.LastIndexOf('/'); if (period > 0) type = type.Substring(period + 1); return string.IsNullOrEmpty(method) ? type : type + "/" + method; } #if UNITY_EDITOR || !UNITY_FLASH /// /// Execute the specified function on the target game object. /// static public void Execute<T> (GameObject go, string funcName) where T : Component { T[] comps = go.GetComponents<T>(); foreach (T comp in comps) { #if !UNITY_EDITOR && (UNITY_WEBPLAYER || UNITY_FLASH || UNITY_METRO || UNITY_WP8 || UNITY_WP_8_1) comp.SendMessage(funcName, SendMessageOptions.DontRequireReceiver); #else MethodInfo method = comp.GetType().GetMethod(funcName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); if (method != null) method.Invoke(comp, null); #endif } } /// /// Execute the specified function on the target game object and all of its children. /// static public void ExecuteAll<T> (GameObject root, string funcName) where T : Component { Execute<T>(root, funcName); Transform t = root.transform; for (int i = 0, imax = t.childCount; i < imax; ++i) ExecuteAll<T>(t.GetChild(i).gameObject, funcName); } /// /// Immediately start, update, and create all the draw calls from newly instantiated UI. /// This is useful if you plan on doing something like immediately taking a screenshot then destroying the UI. /// static public void ImmediatelyCreateDrawCalls (GameObject root) { ExecuteAll<UIWidget>(root, "Start"); ExecuteAll<UIPanel>(root, "Start"); ExecuteAll<UIWidget>(root, "Update"); ExecuteAll<UIPanel>(root, "Update"); ExecuteAll<UIPanel>(root, "LateUpdate"); } #endif #if UNITY_EDITOR static int mSizeFrame = -1; static System.Reflection.MethodInfo s_GetSizeOfMainGameView; static Vector2 mGameSize = Vector2.one; /// /// Size of the game view cannot be retrieved from Screen.width and Screen.height when the game view is hidden. /// static public Vector2 screenSize { get { int frame = Time.frameCount; if (mSizeFrame != frame || !Application.isPlaying) { mSizeFrame = frame; if (s_GetSizeOfMainGameView == null) { System.Type type = System.Type.GetType("UnityEditor.GameView,UnityEditor"); s_GetSizeOfMainGameView = type.GetMethod("GetSizeOfMainGameView", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static); } mGameSize = (Vector2)s_GetSizeOfMainGameView.Invoke(null, null); } return mGameSize; } } #else /// /// Size of the game view cannot be retrieved from Screen.width and Screen.height when the game view is hidden. /// static public Vector2 screenSize { get { return new Vector2(Screen.width, Screen.height); } } #endif } 这个代码是Unity5.3.3f1版本的,现在升级到Unity 2017.4.0f1 (64-bit)版本 以下是报错信息Assets/NGUI/Scripts/Internal/NGUITools.cs(1438,37): error CS1519: Unexpected symbol <' in class, struct, or interface member declaration ,把修改后的完整代码给我

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