常用组件的动态修改
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIController : MonoBehaviour {
public UITexture myTexture;
public UIPanel myPanel;
public UIButton myButton;
public UILabel myLabel;
public UISprite mySprite;
// Use this for initialization
void Start () {
myPanel = GetComponent<UIPanel> ();
//myPanel.alpha = 0.5f;
myPanel.depth = 10;//修改深度
myPanel.renderQueue = UIPanel.RenderQueue.StartAt;
myPanel.startingRenderQueue = 3000;//这个功能与depth有些冲突,因为它是决定渲染次序的终极手段
//特别是做粒子系统的时候希望粒子显示在UI上面的时候,就要考虑渲染的次序,粒子的渲染队列是3000,所以要把渲染队列调的更低
myLabel = myPanel.GetComponentInChildren<UILabel> ();
myLabel.enabled = true;
//myLabel.text = "Flashloft一定要东山再起!";
myLabel.fontSize = 100;
//myLabel.color = new Color (1, 0, 0);
//myLabel.color = Color.red;
//myLabel.text = "Flashloft[c]之后的文字颜色不会变化!";
myLabel.text = "[0000ff]Flashloft[-]之后的文字颜色不会变化!";
mySprite = myPanel.GetComponentInChildren<UISprite> ();
mySprite.enabled = true;
mySprite.gameObject.SetActive (true);
mySprite.spriteName = "playBtn_high";
mySprite.width = 144;
mySprite.height = 164;
myButton = myPanel.GetComponentInChildren<UIButton> ();
UILabel buttonLabel = myButton.GetComponentInChildren<UILabel> ();
buttonLabel.text = "new";
myButton.gameObject.SetActive (true);
myButton.enabled = false;
myTexture = myPanel.GetComponentInChildren<UITexture> ();
myTexture.SetDimensions (50, 50);
}
// Update is called once per frame
void Update () {
}
}