:私は次の関数を使用する正方形のサイズをcalculteする
。それでは、うまくいけばスクリプトを参考にしてください。
これはGIFです:

Panelにアタッチすると、その子はレイアウトとサイズを動的に変更します。実際には、Unityのグリッドレイアウトグループのバリエーションです:
/// <summary>
/// AutoExpandGridLayoutGroup a variation of Unity's Grid Layout Group.
/// It sorts children under a panel into dynamic grid layout.
/// Also resizes children inside panel according to panel size and child count.
/// Helps taken from https://forum.unity.com/threads/solved-how-to-make-grid-layout-group-cell-size-x-auto-expand.448534/
/// </summary>
using UnityEngine;
using System.Collections.Generic;
namespace UnityEngine.UI
{
[AddComponentMenu("Layout/Auto Expand Grid Layout Group", 152)]
public class AutoExpandGridLayoutGroup : LayoutGroup
{
public enum Corner { UpperLeft = 0, UpperRight = 1, LowerLeft = 2, LowerRight = 3 }
public enum Axis { Horizontal = 0, Vertical = 1 }
public enum Constraint { Flexible = 0, FixedColumnCount = 1, FixedRowCount = 2 }
[SerializeField]
protected Corner m_StartCorner = Corner.UpperLeft;
public Corner startCorner { get { return m_StartCorner; } set { SetProperty(ref m_StartCorner, value); } }
[SerializeField]
protected Axis m_StartAxis = Axis.Horizontal;
public Axis startAxis { get { return m_StartAxis; } set { SetProperty(ref m_StartAxis, value); } }
[SerializeField]
protected Vector2 m_CellSize = new Vector2(100, 100);
public Vector2 cellSize { get { return m_CellSize; } set { SetProperty(ref m_CellSize, value); } }
[SerializeField]
protected Vector2 m_Spacing = Vector2.zero;
public Vector2 spacing { get { return m_Spacing; } set { SetProperty(ref m_Spacing, value); } }
[SerializeField]
protected Constraint m_Constraint = Constraint.Flexible;
public Constraint constraint { get { return m_Constraint; } set { SetProperty(ref m_Constraint, value); } }
[SerializeField]
protected int m_ConstraintCount = 2;
public int constraintCount { get { return m_ConstraintCount; } set { SetProperty(ref m_ConstraintCount, Mathf.Max(1, value)); } }
protected AutoExpandGridLayoutGroup()
{ }
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
constraintCount = constraintCount;
}
#endif
protected override void OnRectTransformDimensionsChange(){
base.OnRectTransformDimensionsChange();
float meSize = getPieceSquareCalculated (rectTransform.rect.size.y, rectTransform.rect.size.x, rectChildren.Count);
m_CellSize = new Vector2 (meSize,meSize);
}
protected virtual void OnTransformChildrenChanged(){
base.OnTransformChildrenChanged();
float meSize = getPieceSquareCalculated (rectTransform.rect.size.y, rectTransform.rect.size.x, rectChildren.Count);
m_CellSize = new Vector2 (meSize,meSize);
}
public override void CalculateLayoutInputHorizontal()
{
base.CalculateLayoutInputHorizontal();
int minColumns = 0;
int preferredColumns = 0;
if (m_Constraint == Constraint.FixedColumnCount)
{
minColumns = preferredColumns = m_ConstraintCount;
}
else if (m_Constraint == Constraint.FixedRowCount)
{
minColumns = preferredColumns = Mathf.CeilToInt(rectChildren.Count/(float)m_ConstraintCount - 0.001f);
}
else
{
minColumns = 1;
preferredColumns = Mathf.CeilToInt(Mathf.Sqrt(rectChildren.Count));
}
SetLayoutInputForAxis(
padding.horizontal + (cellSize.x + spacing.x) * minColumns - spacing.x,
padding.horizontal + (cellSize.x + spacing.x) * preferredColumns - spacing.x,
-1, 0);
}
public override void CalculateLayoutInputVertical()
{
int minRows = 0;
if (m_Constraint == Constraint.FixedColumnCount)
{
minRows = Mathf.CeilToInt(rectChildren.Count/(float)m_ConstraintCount - 0.001f);
}
else if (m_Constraint == Constraint.FixedRowCount)
{
minRows = m_ConstraintCount;
}
else
{
float width = rectTransform.rect.size.x;
int cellCountX = Mathf.Max(1, Mathf.FloorToInt((width - padding.horizontal + spacing.x + 0.001f)/(cellSize.x + spacing.x)));
minRows = Mathf.CeilToInt(rectChildren.Count/(float)cellCountX);
}
float minSpace = padding.vertical + (cellSize.y + spacing.y) * minRows - spacing.y;
SetLayoutInputForAxis(minSpace, minSpace, -1, 1);
}
public override void SetLayoutHorizontal()
{
SetCellsAlongAxis(0);
}
public override void SetLayoutVertical()
{
SetCellsAlongAxis(1);
}
private void SetCellsAlongAxis(int axis)
{
// Normally a Layout Controller should only set horizontal values when invoked for the horizontal axis
// and only vertical values when invoked for the vertical axis.
// However, in this case we set both the horizontal and vertical position when invoked for the vertical axis.
// Since we only set the horizontal position and not the size, it shouldn't affect children's layout,
// and thus shouldn't break the rule that all horizontal layout must be calculated before all vertical layout.
if (axis == 0)
{
// Only set the sizes when invoked for horizontal axis, not the positions.
for (int i = 0; i < rectChildren.Count; i++)
{
RectTransform rect = rectChildren[i];
m_Tracker.Add(this, rect,
DrivenTransformProperties.Anchors |
DrivenTransformProperties.AnchoredPosition |
DrivenTransformProperties.SizeDelta);
rect.anchorMin = Vector2.up;
rect.anchorMax = Vector2.up;
rect.sizeDelta = cellSize;
}
return;
}
float width = rectTransform.rect.size.x;
float height = rectTransform.rect.size.y;
int cellCountX = 1;
int cellCountY = 1;
if (m_Constraint == Constraint.FixedColumnCount)
{
cellCountX = m_ConstraintCount;
cellCountY = Mathf.CeilToInt(rectChildren.Count/(float)cellCountX - 0.001f);
}
else if (m_Constraint == Constraint.FixedRowCount)
{
cellCountY = m_ConstraintCount;
cellCountX = Mathf.CeilToInt(rectChildren.Count/(float)cellCountY - 0.001f);
}
else
{
if (cellSize.x + spacing.x <= 0)
cellCountX = int.MaxValue;
else
cellCountX = Mathf.Max(1, Mathf.FloorToInt((width - padding.horizontal + spacing.x + 0.001f)/(cellSize.x + spacing.x)));
if (cellSize.y + spacing.y <= 0)
cellCountY = int.MaxValue;
else
cellCountY = Mathf.Max(1, Mathf.FloorToInt((height - padding.vertical + spacing.y + 0.001f)/(cellSize.y + spacing.y)));
}
int cornerX = (int)startCorner % 2;
int cornerY = (int)startCorner/2;
int cellsPerMainAxis, actualCellCountX, actualCellCountY;
if (startAxis == Axis.Horizontal)
{
cellsPerMainAxis = cellCountX;
actualCellCountX = Mathf.Clamp(cellCountX, 1, rectChildren.Count);
actualCellCountY = Mathf.Clamp(cellCountY, 1, Mathf.CeilToInt(rectChildren.Count/(float)cellsPerMainAxis));
}
else
{
cellsPerMainAxis = cellCountY;
actualCellCountY = Mathf.Clamp(cellCountY, 1, rectChildren.Count);
actualCellCountX = Mathf.Clamp(cellCountX, 1, Mathf.CeilToInt(rectChildren.Count/(float)cellsPerMainAxis));
}
Vector2 requiredSpace = new Vector2(
actualCellCountX * cellSize.x + (actualCellCountX - 1) * spacing.x,
actualCellCountY * cellSize.y + (actualCellCountY - 1) * spacing.y
);
Vector2 startOffset = new Vector2(
GetStartOffset(0, requiredSpace.x),
GetStartOffset(1, requiredSpace.y)
);
for (int i = 0; i < rectChildren.Count; i++)
{
int positionX;
int positionY;
if (startAxis == Axis.Horizontal)
{
positionX = i % cellsPerMainAxis;
positionY = i/cellsPerMainAxis;
}
else
{
positionX = i/cellsPerMainAxis;
positionY = i % cellsPerMainAxis;
}
if (cornerX == 1)
positionX = actualCellCountX - 1 - positionX;
if (cornerY == 1)
positionY = actualCellCountY - 1 - positionY;
float realsize = ((width - (spacing[0] * (actualCellCountX - 1)))/actualCellCountX);
SetChildAlongAxis(rectChildren[i], 0, startOffset.x + (realsize + spacing[0]) * positionX, realsize);
SetChildAlongAxis(rectChildren[i], 1, startOffset.y + (cellSize[1] + spacing[1]) * positionY, cellSize[1]);
}
}
public static float getPieceSquareCalculated(float height, float width, int numberOfPieces)
{
float px = Mathf.Ceil(Mathf.Sqrt(numberOfPieces * width/height)) +1;
px = px == 0 ? 1 : px;
float sx, sy;
if (Mathf.Floor(px * height/width) * px < numberOfPieces)
sx = height/Mathf.Ceil(px * height/width);
else
sx = width/px;
float py = Mathf.Ceil(Mathf.Sqrt(numberOfPieces * height/width))+1;
py = py == 0 ? 1 : py;
if (Mathf.Floor(py * width/height) * py < numberOfPieces)
sy = width/Mathf.Ceil(width * py/height);
else
sy = height/py;
return Mathf.Max(sx, sy);
}
}
}
UI用に必要ですか? – ZayedUpal
私はゲームでそれを使用します。 – user1807286