[英]How to set Texture2D layer order
我有一個計時器,作為Rect頂部的Texture2D渲染到屏幕上。 問題是我不知道如何讓屏幕上的其他元素出現在屏幕上方或下方。 目前,它是在幾乎所有內容之上繪制的,但是我需要菜單才能顯示在它上面。
希望這不會丟失任何相關信息。 我不得不刪除大量涉及計時器填充和場景其他元素的代碼。
using UnityEngine;
using System.Collections;
using System;
using UnityEngine.UI;
public class Timer : MonoBehaviour {
public float timerWidth; // X coordinate for all timers' placement.
public float timerHeight; // Y coordinate for timer's placement.
Rect timeBarRect; // The bar coordinates.
Rect blankBarRect; // The blank bar coordinates.
Texture2D timeTexture; // Color of bar when it is filling.
Texture2D blankBarTexture; // Bar that has yet to be filled.
void Start (){
timerHeight = 1.528f;
timerWidth = 4.54f;
cam = (GameObject.FindWithTag("MainCamera").GetComponent<Camera>()) as Camera;
blankBarRect = new Rect(0, 0, Screen.width / 3, Screen.height / 50);
timeBarRect = new Rect(0, 0, Screen.width / 3, Screen.height / 50);
timeTexture = new Texture2D (1, 1);
timeTexture.SetPixel(0,0, Color.green);
timeTexture.Apply();
blankBarTexture = new Texture2D (1, 1);
blankBarTexture.SetPixel(0,0, Color.black);
blankBarTexture.Apply();
}
void Update ()
{
timeBarRect.x = cam.pixelWidth / timerWidth;
timeBarRect.y = cam.pixelHeight / timerHeight;
blankBarRect.x = cam.pixelWidth / timerWidth;
blankBarRect.y = cam.pixelHeight / timerHeight;
}
void OnGUI(){
blankBarRect.width = (Screen.width * .1f);
GUI.DrawTexture (blankBarRect, blankBarTexture);
timeBarRect.width = ((Screen.width * .1f));
GUI.DrawTexture (timeBarRect, timeTexture);
}
}
刪除此:
void OnGUI(){
blankBarRect.width = (Screen.width * .1f);
GUI.DrawTexture (blankBarRect, blankBarTexture);
timeBarRect.width = ((Screen.width * .1f));
GUI.DrawTexture (timeBarRect, timeTexture);
}
並在Canvas下的場景層次中制作RawImage GameObject
http://docs.unity3d.com/Manual/script-RawImage.html
然后可以使用FindWithTag()
和GetComponent<RawImage>()
來獲取組件並使用自己的紋理設置其Texture屬性
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