布局组件也是常用的组件。首先介绍GList组件。

 

 

导出资源,

代码实现

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FairyGUI;
/*
 * Author:W
 * List列表布局
 */
public class GListTest : MonoBehaviour {

	private GComponent root;

	private GList list;

	private Dictionary<int, Item> itemDict = new Dictionary<int, Item>();

	void Awake()
	{
		UIPackage.AddPackage("UI/Basics");
	}


	// Use this for initialization
	void Start () {
		root = this.GetComponent<UIPanel>().ui;

		list = root.GetChild("n4").asList;

		//初始化列表:数量为10
		list.itemRenderer = RenderListItem;
		list.numItems = 10;
		//列表项点击事件注册
		list.onClickItem.Add(OnClickItem);

	}

	/// <summary>
	/// 列表项渲染
	/// </summary>
	/// <param name="index"></param>
	/// <param name="obj"></param>
	private void RenderListItem(int index, GObject obj)
	{
		
		Item item = null;
		if (!itemDict.TryGetValue(index, out item))
		{
			item = new Item();
			item.id = index;
			itemDict.Add(index,item);
		}
		
			
		GButton bagItem = obj.asButton;
		GTextField bagTitle = bagItem.GetChild("title").asTextField;
		bagTitle.text = "道具" + item.id;
		

	}

	/// <summary>
	/// 列表项点击事件处理
	/// </summary>
	/// <param name="context"></param>
	private void OnClickItem(EventContext context)
	{
		Item curItem = null;
		if (itemDict.TryGetValue(list.selectedIndex, out curItem))
		{
			Debug.Log("列表中,当前选中的项是=" + curItem.id);
		}		
	}

	// Update is called once per frame
	void Update () {
		
	}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/*
 * Author:W
 * List项的脚本
 */

public class Item {

	public int id;
	public void Init()
	{

	}

}

运行结果如下

 

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