此 RectTransform 的轴心相对于锚点参考点的位置。
锚定位置是考虑锚点参考点的 RectTransform 轴心位置。 锚点参考点是锚点的位置。如果锚点不在一起,则 Unity 会使用轴心位置作为参考来估算四个锚点位置。
using UnityEngine;
public class Example : MonoBehaviour
{
RectTransform m_RectTransform;
float m_XAxis, m_YAxis;
void Start()
{
//Fetch the RectTransform from the GameObject
m_RectTransform = GetComponent<RectTransform>();
//Initiate the x and y positions
m_XAxis = 0.5f;
m_YAxis = 0.5f;
}
void OnGUI()
{
//The Labels show what the Sliders represent
GUI.Label(new Rect(0, 20, 150, 80), "Anchor Position X : ");
GUI.Label(new Rect(300, 20, 150, 80), "Anchor Position Y : ");
//Create a horizontal Slider that controls the x and y Positions of the anchors
m_XAxis = GUI.HorizontalSlider(new Rect(150, 20, 100, 80), m_XAxis, -50.0f, 50.0f);
m_YAxis = GUI.HorizontalSlider(new Rect(450, 20, 100, 80), m_YAxis, -50.0f, 50.0f);
//Detect a change in the GUI Slider
if (GUI.changed)
{
//Change the RectTransform's anchored positions depending on the Slider values
m_RectTransform.anchoredPosition = new Vector2(m_XAxis, m_YAxis);
}
}
}