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  • 使用ScrollRect制作翻页

    1.标准的层级结构 ScrollRect->ViewPort->Content,Viewport负责显示区域的大小一般和Mask一起配合使用,Content使用Layout来布局,如果想使用代码来自动定位显示位置需要在Content加上Content size filter.

    2.ScrollRectHelper

      1 using UnityEngine;
      2 using UnityEngine.UI;
      3 using UnityEngine.EventSystems;
      4 using System.Collections.Generic;
      5 using System;
      6 
      7 public class ScrollRectHelper : MonoBehaviour, IBeginDragHandler, IEndDragHandler
      8 {
      9     // 滑动速度
     10     public float smooting = 5;
     11 
     12     // 每页显示的项目
     13     [SerializeField]
     14     private int countPerPage = 10;
     15 
     16     ScrollRect srect;
     17     // 总页数
     18     float totalPages;
     19     // 是否拖拽结束
     20     bool isDrag = false;
     21     // 总页数索引比列 0-1
     22     List<float> listPageValue = new List<float> { 0 };
     23     // 滑动的目标位置
     24     public float targetPos = 0;
     25     // 当前位置索引
     26     float nowindex = 0;                                 
     27 
     28     void Awake()
     29     {
     30         srect = GetComponent<ScrollRect>();
     31     }
     32 
     33     public string PageText()
     34     {
     35         return (nowindex + 1) + "/" + (totalPages + 1);
     36     }
     37 
     38     // 计算每页比例
     39     public void CalcListPageValue<T>() where T : MonoBehaviour
     40     {
     41         T[] items = srect.content.GetComponentsInChildren<T>();
     42         srect.content.rect.Set(srect.content.rect.width / 2, srect.content.rect.y, srect.content.rect.width, srect.content.rect.height);
     43         totalPages = (int)(Math.Ceiling((float)items.Length / countPerPage) - 1);
     44         if (items.Length != 0)
     45         {
     46             for (float i = 1; i <= totalPages; i++)
     47             {
     48                 //Debug.Log(i / totalPages);
     49                 listPageValue.Add((i / totalPages));
     50             }
     51         }
     52     }
     53 
     54     void Update()
     55     {
     56         if (!isDrag)
     57         {
     58             srect.horizontalNormalizedPosition = Mathf.Lerp(srect.horizontalNormalizedPosition, targetPos,
     59                 Time.deltaTime * smooting);
     60         }
     61 
     62         // Debug
     63         if (Input.GetKeyDown(KeyCode.LeftArrow)) PressLeft();
     64         if (Input.GetKeyDown(KeyCode.RightArrow)) PressRight();
     65     }
     66 
     67     /// <summary>
     68     /// 拖动开始
     69     /// </summary>
     70     /// <param name="eventData"></param>
     71     public void OnBeginDrag(PointerEventData eventData)
     72     {
     73         isDrag = true;
     74     }
     75 
     76     /// <summary>
     77     /// 拖拽结束
     78     /// </summary>
     79     /// <param name="eventData"></param>
     80     public void OnEndDrag(PointerEventData eventData)
     81     {
     82         isDrag = false;
     83         var tempPos = srect.horizontalNormalizedPosition; //获取拖动的值
     84         var index = 0;
     85         float offset = Mathf.Abs(listPageValue[index] - tempPos);    //拖动的绝对值
     86         for (int i = 1; i < listPageValue.Count; i++)
     87         {
     88             float temp = Mathf.Abs(tempPos - listPageValue[i]);
     89             if (temp < offset)
     90             {
     91                 index = i;
     92                 offset = temp;
     93             }
     94         }
     95         targetPos = listPageValue[index];
     96         nowindex = index;
     97     }
     98 
     99     public void PressLeft()
    100     {
    101         nowindex = Mathf.Clamp(nowindex - 1, 0, totalPages);
    102         targetPos = listPageValue[Convert.ToInt32(nowindex)];
    103     }
    104 
    105     public void PressRight()
    106     {
    107         nowindex = Mathf.Clamp(nowindex + 1, 0, totalPages);
    108         targetPos = listPageValue[Convert.ToInt32(nowindex)];
    109     }
    110 }
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  • 原文地址:https://www.cnblogs.com/linxmouse/p/10239098.html
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