unity 中让Text的文字动态刷新形式
第一种刷新文字形式
using UnityEngine;
using System.Collections;
using UnityEngine.UI; public class SensorTextRefresh2
{ // Use this for initialization
string showstring;
public Text _text;
public string otherName = "normal";
string current;
RefreshState refreshState;
int index = ; public void Init(Text _t, string _s, int _index, string _otherName)
{
refreshState = RefreshState.start; _s = float.Parse(_s).ToString("0.00"); if (index == )
{
showstring = _s;
current = _s; }
else if (index == )
{ //if (_text.transform.parent.name == "transmitter" || _text.transform.parent.name == "temperature1")
{
showstring = _s;
current = _s;
}
//else
//{ // showstring = _s + "℃";
// current = _s + "℃";
//} }
else
{ }
_text = _t; index = _index;
otherName = _otherName; //Debug.LogError( " " + _text.transform.parent.parent.parent.name); } public void SetString(string _s)
{
//if (refreshState == RefreshState.start)
{
_s = float.Parse(_s).ToString("0.00"); if (index == )
{
current = _s;
_text.text = "";
_text.text = current;
}
else if (index == )
{
current = _s; _text.text = ""; //if (otherName.Contains("PP"))
//{ // Debug.LogError(" " + _text.text); //}
//if (otherName.Contains("TP"))
//{ // Debug.LogError(" " + _text.text); //}
//if (otherName.Contains("LP"))
//{ // Debug.LogError(" " + _text.text); //}
//if (otherName.Contains("JP"))
//{ // Debug.LogError(" " + _text.text); //}
//if (otherName.Contains("YP"))
//{ // Debug.LogError(" " + _text.text); //} }
else
{ }
}
} // Update is called once per frame
float timer = 1.0f;
float stringLength = ;
float speed = 1.0f;
int i = ;
public void Update()
{ if (_text == null)
return;
if (refreshState == RefreshState.start)
{ _text.text = "";
refreshState = RefreshState.show;
}
if (refreshState == RefreshState.show)
{
stringLength += Time.deltaTime * speed;
if (stringLength <= )
{ string temp = showstring.Substring(, showstring.Length);
//_text.text = temp.Substring(0, (int)stringLength - 1);
//_text.text += "<color=#E7E7E9FF>" + temp.Substring((int)stringLength - 1, 1) + "</color>";
if (otherName.Contains("TP") || otherName.Contains("TF") || otherName.Contains("温度"))
{
_text.text = ("<color=#E7E7E9FF>" + temp.Substring(, showstring.Length) + "</color>" + "℃"); }
else if (otherName.Contains("PP") || otherName.Contains("PF") || otherName.Contains("压力"))
{ _text.text = "<color=#E7E7E9FF>" + temp.Substring(, showstring.Length) + "</color>" + "Mpa"; }
else if (otherName.Contains("JP") || otherName.Contains("YP") || otherName.Contains("LP") || otherName.Contains("JF") || otherName.Contains("YF") || otherName.Contains("LF") || otherName.Contains("计量泵") || otherName.Contains("油剂泵") || otherName.Contains("挤压机频率"))
{
_text.text = "<color=#E7E7E9FF>" + temp.Substring(, showstring.Length) + "</color>" + "Hz";
}
else if (otherName.Contains("电流"))
{ _text.text = "<color=#E7E7E9FF>" + temp.Substring(, showstring.Length) + "</color>" + "A"; } }
else if (stringLength > && stringLength <= )
{ if (otherName.Contains("TP") || otherName.Contains("TF") || otherName.Contains("温度"))
{
_text.text = "℃";
}
else if (otherName.Contains("PP") || otherName.Contains("PF") || otherName.Contains("压力"))
{ _text.text = "Mpa";
}
else if (otherName.Contains("JP") || otherName.Contains("YP") || otherName.Contains("LP") || otherName.Contains("JF") || otherName.Contains("YF") || otherName.Contains("LF") || otherName.Contains("计量泵") || otherName.Contains("油剂泵") || otherName.Contains("挤压机频率"))
{
_text.text = "Hz";
}
else if (otherName.Contains("电流"))
{ _text.text = "A"; }
}
else
{
if (otherName.Contains("TP") || otherName.Contains("TF") || otherName.Contains("温度"))
{
_text.text = showstring.Substring(, (int)showstring.Length) + "℃"; ;
}
else if (otherName.Contains("PP") || otherName.Contains("PF") || otherName.Contains("压力"))
{
_text.text = showstring.Substring(, (int)showstring.Length) + "Mpa";
}
else if (otherName.Contains("JP") || otherName.Contains("YP") || otherName.Contains("LP") || otherName.Contains("JF") || otherName.Contains("YF") || otherName.Contains("LF") || otherName.Contains("计量泵") || otherName.Contains("油剂泵") || otherName.Contains("挤压机频率"))
{
_text.text = showstring.Substring(, (int)showstring.Length) + "Hz";
}
else if (otherName.Contains("电流"))
{ _text.text = showstring.Substring(, (int)showstring.Length) + "A"; } } if (stringLength > 3.0f)
{
//结束
stringLength = ;
refreshState = RefreshState.end;
}
}
if (refreshState == RefreshState.delay)
{ _text.text = ""; stringLength += Time.deltaTime;
if (stringLength >= timer)
{
refreshState = RefreshState.end;
}
}
if (refreshState == RefreshState.end)
{
stringLength = ;
if (!showstring.Equals(current))
{
showstring = current; }
refreshState = RefreshState.start;
} } enum RefreshState
{
start,
show,
delay,
end
}
}
第二种刷新文字形式
using UnityEngine;
using System.Collections;
using UnityEngine.UI; public class SensorTextRefresh1
{ // Use this for initialization
string showstring;
public Text _text;
string current;
RefreshState refreshState;
int index = ;
public void Init(Text _t, string _s)
{
refreshState = RefreshState.start; {
showstring = _s + "℃";
current = _s + "℃";
} _text = _t;
}
public void SetString(string _s)
{
if (refreshState == RefreshState.start)
{ {
current = _s + "℃";
_text.text = "";
}
}
} // Update is called once per frame
float timer = 0.3f;
float stringLength = ;
float speed = 4.0f;
public void Update()
{
if (_text == null)
return;
if (refreshState == RefreshState.start)
{
_text.text = "";
refreshState = RefreshState.show;
}
if (refreshState == RefreshState.show)
{
stringLength += Time.deltaTime * speed;
int a = (int)(stringLength / 0.5f);
if (a % == )
{
//_text.text = showstring.Substring(0, (int)stringLength) + "█";
//_text.text = showstring.Substring(0, (int)stringLength) + "<color=#c6ff00ff>█</color>";
string temp = showstring.Substring(, (int)stringLength);
_text.text = temp.Substring(, (int)stringLength - );
_text.text += "<color=#E7E7E9FF>" + temp.Substring((int)stringLength - , ) + "</color>";
}
else
{
_text.text = showstring.Substring(, (int)stringLength);
}
//_text.text = showstring.Substring(0, (int)stringLength);
if(_text.text.Equals(showstring))
{
//结束
stringLength = ;
refreshState = RefreshState.delay;
}
}
if (refreshState == RefreshState.delay)
{
stringLength += Time.deltaTime;
if(stringLength>=timer)
{
refreshState = RefreshState.end;
}
}
if(refreshState == RefreshState.end)
{
stringLength = ;
if(!showstring.Equals(current))
{
showstring = current;
}
refreshState = RefreshState.start;
} } enum RefreshState
{
start,
show,
delay,
end
}
}
unity 中让Text的文字动态刷新形式的更多相关文章
- 3D语音天气球(源码分享)——在Unity中使用Android语音服务
转载请注明本文出自大苞米的博客(http://blog.csdn.net/a396901990),谢谢支持! 开篇废话: 这个项目准备分四部分介绍: 一:创建可旋转的"3D球":3 ...
- Unity中的万能对象池
本文为博主原创文章,欢迎转载.请保留博主链接http://blog.csdn.net/andrewfan Unity编程标准导引-3.4 Unity中的万能对象池 本节通过一个简单的射击子弹的示例来介 ...
- Unity中的GC以及优化
[简介] 常见的 Unity GC 知识点总结出来的思维导图 Unity 官方文档,正巧在博客园发现了已经有位大神(zblade)把原文翻译出来了,而且质量很高~,译文地址 在这里.下面我就可耻地把译 ...
- 关于Unity中的Bmpfont的使用
系统字体,不占空间,效果一般. 自己拖的.TTF文件形成的字体,占空间很大,有特殊效果.一个TTF字库差不多占用3M左右,之所以这么大,是因为里面包含了所有的字,就像一本字典一样,所以字符都在里面. ...
- 浅谈Unity中的GC以及优化
介绍: 在游戏运行的时候,数据主要存储在内存中,当游戏的数据不在需要的时候,存储当前数据的内存就可以被回收再次使用.内存垃圾是指当前废弃数据所占用的内存,垃圾回收(GC)是指将废弃的内存重新回收再次使 ...
- Unity中对SQL数据库的操作
在Unity中,我们有时候需要连接数据库来达到数据的读取与储存.而在.NET平台下,ADO.NET为我们提供了公开数据访问服务的类.客户端应用程序可以使用ADO.NET来连接到数据源,并查询,添加,删 ...
- 关于Unity中的UGUI优化,你可能遇到这些问题
https://blog.uwa4d.com/archives/QA_UGUI-1.html 关于Unity中的UGUI优化,你可能遇到这些问题 作者:admin / 时间:2016年11月08日 / ...
- 解读Unity中的CG编写Shader系列3——表面剔除与剪裁模式
在上一个样例中,我们得到了由mesh组件传递的信息经过数学转换至合适的颜色区间以颜色的形式着色到物体上. 这篇文章将要在此基础上研究片段的擦除(discarding fragments)和前面剪裁.后 ...
- Unity TextMeshPro替代Text组件创建简体中文字体纹理集
Unity原生的Text组件有一个毛病,只要文本放大字体放大就会有毛边或锯齿,一个更好的解决方案是用TextMeshPro替代ugui中的Text组件. TMPro采用SDF文字渲染技术,可以使文字放 ...
随机推荐
- 评价指标整理:Precision, Recall, F-score, TPR, FPR, TNR, FNR, AUC, Accuracy
针对二分类的结果,对模型进行评估,通常有以下几种方法: Precision.Recall.F-score(F1-measure)TPR.FPR.TNR.FNR.AUCAccuracy 真实结果 1 ...
- ionic 实现 应用内(webview中html页面点击) 和 应用外 (浏览器html页面点击) 打开本地安装应用
应用内(webview中html页面点击) : 应用内打开本地安装应用指的是webview里打开应用,需要2个步骤: 1: 需要下载一个cordova插件:com.lampa.startapp ,也可 ...
- C 语言多线程与锁机制
C 语言多线程与锁机制 多线程 #include <pthread.h> void *TrainModelThread(void *id) { ... pthread_exit(NULL) ...
- STA 141A, Homework
STA 141A, Homework 2Due April 30th 2019 (by 8 am) Name:Student ID:Section:Names of your study mates: ...
- Django回顾
Django简介 Web框架本质 我们可以这样理解:所有的Web应用本质上就是一个socket服务端,而用户的浏览器就是一个socket客户端. 这样我们就可以自己实现Web框架了. 半成品自定义we ...
- ASP.NET Core开发总结
1.关于浏览器缓存,修改CSS文件和Javascript文件后调试,浏览器不更新问题,解决办法是在link标签和script标签引用的文件名后面添加版本信息如下: <link rel=" ...
- Android中的广播基本实现及回调方法的理解
在Android中broadcast这一节的内容其实不算多主要是牵扯到一个broadcastreceiver类,这个类是一个抽象类,下面有一个抽象方法onreceiver(),可以再我们收到网络状态变 ...
- 【SSL Certificates】什么是数字证书(Certificates)?
本文涉及的相关问题,如果你的问题或需求有与下面所述相似之处,请阅读本文 ssl certificate 什么是ssl certificates? SSL Certificates 是一种使用数字加密技 ...
- [转载]vb 时间戳与时间互转
转自:https://blog.csdn.net/boys1999/article/details/23298415 vb 时间戳与时间互转 2014年04月09日 21:13:47 boys1999 ...
- bug日记之-------java.io.IOException: Server returned HTTP response code: 400 for URL
报的错误 出事代码 出事原因 解决方案 总结 多看源码, 我上面的实现方式并不好, 如果返回的响应编码为400以下却又不是200的情况下getErrorStream会返回null, 所以具体完美的解决 ...