Unity3D UGUI優化方法( RaycastTarget )
阿新 • • 發佈:2019-01-08
在遊戲開發過程中筆者發現,UGUI建立的所有UI元件都會帶有一個RaycastTarget的屬性並且預設勾選。幾番百度,原來UGUI會遍歷螢幕中所有勾選了RaycastTarget屬性的UI,接著就會發射線,並且排序找到玩家最先觸發的那個UI,在丟擲事件給邏輯層去響應。所以很多不需要響應事件的Text,Image元件是不需要勾選RaycastTarget的。開發過程中也應當減少這些不必要的消耗,筆者在SerenaHaven的CSDN部落格上上找個一個很好用的工具,先收藏在這裡備用吧。
原文連結 https://blog.csdn.net/SerenaHaven/article/details/80972601
工具程式碼(放進Editor資料夾,在選單欄Tools->RaycastTargetChecker 下開啟工具)
using UnityEditor; using UnityEngine.UI; using UnityEngine; public class RaycastTargetChecker : EditorWindow { private MaskableGraphic[] graphics; private bool hideUnchecked = false; private bool showBorders = true; private Color borderColor = Color.blue; private Vector2 scrollPosition = Vector2.zero; private static RaycastTargetChecker instance = null; [MenuItem("Tools/RaycastTarget Checker")] private static void Open() { instance = instance ?? EditorWindow.GetWindow<RaycastTargetChecker>("RaycastTargets"); instance.Show(); } void OnEnable() { instance = this; } void OnDisable() { instance = null; } void OnGUI() { using (EditorGUILayout.HorizontalScope horizontalScope = new EditorGUILayout.HorizontalScope()) { showBorders = EditorGUILayout.Toggle("Show Gizmos", showBorders, GUILayout.Width(200.0f)); borderColor = EditorGUILayout.ColorField(borderColor); } hideUnchecked = EditorGUILayout.Toggle("Hide Unchecked", hideUnchecked); GUILayout.Space(12.0f); Rect rect = GUILayoutUtility.GetLastRect(); GUI.color = new Color(0.0f, 0.0f, 0.0f, 0.25f); GUI.DrawTexture(new Rect(0.0f, rect.yMin + 6.0f, Screen.width, 4.0f), EditorGUIUtility.whiteTexture); GUI.DrawTexture(new Rect(0.0f, rect.yMin + 6.0f, Screen.width, 1.0f), EditorGUIUtility.whiteTexture); GUI.DrawTexture(new Rect(0.0f, rect.yMin + 9.0f, Screen.width, 1.0f), EditorGUIUtility.whiteTexture); GUI.color = Color.white; graphics = GameObject.FindObjectsOfType<MaskableGraphic>(); using (GUILayout.ScrollViewScope scrollViewScope = new GUILayout.ScrollViewScope(scrollPosition)) { scrollPosition = scrollViewScope.scrollPosition; for (int i = 0; i < graphics.Length; i++) { MaskableGraphic graphic = graphics[i]; if (hideUnchecked == false || graphic.raycastTarget == true) { DrawElement(graphic); } } } foreach (var item in graphics) { EditorUtility.SetDirty(item); } Repaint(); } private void DrawElement(MaskableGraphic graphic) { using (EditorGUILayout.HorizontalScope horizontalScope = new EditorGUILayout.HorizontalScope()) { Undo.RecordObject(graphic, "Modify RaycastTarget"); graphic.raycastTarget = EditorGUILayout.Toggle(graphic.raycastTarget, GUILayout.Width(20)); EditorGUI.BeginDisabledGroup(true); EditorGUILayout.ObjectField(graphic, typeof(MaskableGraphic), true); EditorGUI.EndDisabledGroup(); } } [DrawGizmo(GizmoType.Selected | GizmoType.NonSelected)] private static void DrawGizmos(MaskableGraphic source, GizmoType gizmoType) { if (instance != null && instance.showBorders == true && source.raycastTarget == true) { Vector3[] corners = new Vector3[4]; source.rectTransform.GetWorldCorners(corners); Gizmos.color = instance.borderColor; for (int i = 0; i < 4; i++) { Gizmos.DrawLine(corners[i], corners[(i + 1) % 4]); } if (Selection.activeGameObject == source.gameObject) { Gizmos.DrawLine(corners[0], corners[2]); Gizmos.DrawLine(corners[1], corners[3]); } } SceneView.RepaintAll(); } }