Unity翻页 Unity使用ScrollRect制作翻页
非法关键字 人气:01.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
using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; using System.Collections.Generic; using System; public class ScrollRectHelper : MonoBehaviour, IBeginDragHandler, IEndDragHandler { // 滑动速度 public float smooting = 5; // 每页显示的项目 [SerializeField] private int countPerPage = 10; ScrollRect srect; // 总页数 float totalPages; // 是否拖拽结束 bool isDrag = false; // 总页数索引比列 0-1 List<float> listPageValue = new List<float> { 0 }; // 滑动的目标位置 public float targetPos = 0; // 当前位置索引 float nowindex = 0; void Awake() { srect = GetComponent<ScrollRect>(); } public string PageText() { return (nowindex + 1) + "/" + (totalPages + 1); } // 计算每页比例 public void CalcListPageValue<T>() where T : MonoBehaviour { T[] items = srect.content.GetComponentsInChildren<T>(); srect.content.rect.Set(srect.content.rect.width / 2, srect.content.rect.y, srect.content.rect.width, srect.content.rect.height); totalPages = (int)(Math.Ceiling((float)items.Length / countPerPage) - 1); if (items.Length != 0) { for (float i = 1; i <= totalPages; i++) { //Debug.Log(i / totalPages); listPageValue.Add((i / totalPages)); } } } void Update() { if (!isDrag) { srect.horizontalNormalizedPosition = Mathf.Lerp(srect.horizontalNormalizedPosition, targetPos, Time.deltaTime * smooting); } // Debug if (Input.GetKeyDown(KeyCode.LeftArrow)) PressLeft(); if (Input.GetKeyDown(KeyCode.RightArrow)) PressRight(); } /// <summary> /// 拖动开始 /// </summary> /// <param name="eventData"></param> public void OnBeginDrag(PointerEventData eventData) { isDrag = true; } /// <summary> /// 拖拽结束 /// </summary> /// <param name="eventData"></param> public void OnEndDrag(PointerEventData eventData) { isDrag = false; var tempPos = srect.horizontalNormalizedPosition; //获取拖动的值 var index = 0; float offset = Mathf.Abs(listPageValue[index] - tempPos); //拖动的绝对值 for (int i = 1; i < listPageValue.Count; i++) { float temp = Mathf.Abs(tempPos - listPageValue[i]); if (temp < offset) { index = i; offset = temp; } } targetPos = listPageValue[index]; nowindex = index; } public void PressLeft() { nowindex = Mathf.Clamp(nowindex - 1, 0, totalPages); targetPos = listPageValue[Convert.ToInt32(nowindex)]; } public void PressRight() { nowindex = Mathf.Clamp(nowindex + 1, 0, totalPages); targetPos = listPageValue[Convert.ToInt32(nowindex)]; } }
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