Hello, I\'m using the new UI system from Unity 4.6 beta...
Tried diffe
Actuallly playing with following can help: GetComponent.sizeDelta = new Vector(new_size.x,new_size.y);
I successfully achieved Zooming in new GUI by setting this property.
Here is my own code for scaling:
void Start()
{
// Store initial Size and Position;
ZoomedOutSize = new Vector2(GetComponent<RectTransform>().rect.width, GetComponent<RectTransform>().rect.height);
ZoomedOutPos = new Vector2(GetComponent<RectTransform>().localPosition.x, GetComponent<RectTransform>().localPosition.y);
}
void Update()
{
// Calculate the total delta at runtime cause it depends on parent (yah i know it's not optimal to have new vector ecery Update)
ZoomSizeRate = new Vector2(gameObject.GetComponentInParent<ZoomDialog>().MaxSize.x - ZoomedOutSize.x, gameObject.GetComponentInParent<ZoomDialog>().MaxSize.y - ZoomedOutSize.y);
ZoomPosRate = -GetComponent<RectTransform>().localPosition;
// Zoom is the float with range(0,1) 0 - no Zoom, 1 - Fully Zoom to ParentSize;
//Set the size delta and position as Initial + Rate * Zoom
GetComponent<RectTransform>().sizeDelta = new Vector2(ZoomedOutSize.x + ZoomSizeRate.x * Zoom, ZoomedOutSize.y + ZoomSizeRate.y * Zoom);
GetComponent<RectTransform>().localPosition = new Vector2(ZoomedOutPos.x + ZoomPosRate.x * Zoom, ZoomedOutPos.y + ZoomPosRate.y * Zoom);
}
When changing parent (eg after Instantiate), things get messy, I found resetting a few parameters really helped (spent quite a bit of time trying to figure this out):
this.transform.SetParent(content.transform);
this.transform.localScale = Vector3.one;
this.rectTransform.sizeDelta = Vector2.zero;
this.rectTransform.anchoredPosition = Vector2.zero;
Hope that helps someone else :)
One day researching. I found an extension that can help us to deal with new UI system. u can improve this extension if you want.
public static class RectTransformExtensions
{
public static void SetDefaultScale(this RectTransform trans) {
trans.localScale = new Vector3(1, 1, 1);
}
public static void SetPivotAndAnchors(this RectTransform trans, Vector2 aVec) {
trans.pivot = aVec;
trans.anchorMin = aVec;
trans.anchorMax = aVec;
}
public static Vector2 GetSize(this RectTransform trans) {
return trans.rect.size;
}
public static float GetWidth(this RectTransform trans) {
return trans.rect.width;
}
public static float GetHeight(this RectTransform trans) {
return trans.rect.height;
}
public static void SetPositionOfPivot(this RectTransform trans, Vector2 newPos) {
trans.localPosition = new Vector3(newPos.x, newPos.y, trans.localPosition.z);
}
public static void SetLeftBottomPosition(this RectTransform trans, Vector2 newPos) {
trans.localPosition = new Vector3(newPos.x + (trans.pivot.x * trans.rect.width), newPos.y + (trans.pivot.y * trans.rect.height), trans.localPosition.z);
}
public static void SetLeftTopPosition(this RectTransform trans, Vector2 newPos) {
trans.localPosition = new Vector3(newPos.x + (trans.pivot.x * trans.rect.width), newPos.y - ((1f - trans.pivot.y) * trans.rect.height), trans.localPosition.z);
}
public static void SetRightBottomPosition(this RectTransform trans, Vector2 newPos) {
trans.localPosition = new Vector3(newPos.x - ((1f - trans.pivot.x) * trans.rect.width), newPos.y + (trans.pivot.y * trans.rect.height), trans.localPosition.z);
}
public static void SetRightTopPosition(this RectTransform trans, Vector2 newPos) {
trans.localPosition = new Vector3(newPos.x - ((1f - trans.pivot.x) * trans.rect.width), newPos.y - ((1f - trans.pivot.y) * trans.rect.height), trans.localPosition.z);
}
public static void SetSize(this RectTransform trans, Vector2 newSize) {
Vector2 oldSize = trans.rect.size;
Vector2 deltaSize = newSize - oldSize;
trans.offsetMin = trans.offsetMin - new Vector2(deltaSize.x * trans.pivot.x, deltaSize.y * trans.pivot.y);
trans.offsetMax = trans.offsetMax + new Vector2(deltaSize.x * (1f - trans.pivot.x), deltaSize.y * (1f - trans.pivot.y));
}
public static void SetWidth(this RectTransform trans, float newSize) {
SetSize(trans, new Vector2(newSize, trans.rect.size.y));
}
public static void SetHeight(this RectTransform trans, float newSize) {
SetSize(trans, new Vector2(trans.rect.size.x, newSize));
}
}
The source code I found from here: http://orbcreation.com
Hey Friend Just Try This To Change Position and Width of an UI gameObject
if you want to use instance of an object
use This
leftButton.GetComponent<RectTransform>().anchoredPosition = new Vector2(-125, -36f);
rightButton.GetComponent<RectTransform>().sizeDelta = new Vector2(x, y);
And if want to put script on a UI object then try this to change height and width
GetComponent<RectTransform>().anchoredPosition = new Vector2(-125, -36f);
GetComponent<RectTransform>().sizeDelta = new Vector2(x, y)
You normally don't want to modify directly those values, even more if they come from a prefab you have already setup with the correct coords, if you just want to add it correctly under canvas (or other) but it "changes position" do this:
GameObject instance;
void Start () {
GameObject canvas = GameObject.Find ("Canvas");
if (canvas != null) {
GameObject go = Resources.Load<GameObject>("MyPrefab");
if(go != null){
instance = Instantiate(go);
instance.GetComponent<Transform>().SetParent(canvas.GetComponent<Transform>(), false);
}
}
}
Passing false
on set parent will avoid the rect transform being changed in weird forms when instantiating the prefab.
GetComponent().anchoredPosition3D; It should work fine x , y , z are PosX , PosY and PosZ of recttransform you can use Vector3 to store the value
Vector3 values = new Vector3();
public GameObject rect_obj;
//Use this if script is on that recttransform component
values = this.transform.GetComponent<RectTransform>().anchoredPosition3D;
//else
values = rect_obj.transform.GetComponent<RectTransform>().anchoredPosition3D;