Unity使用ScrollRect制作翻页
本文实例为大家分享了使用ScrollRect制作翻页的具体代码,供大家参考,具体内容如下
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
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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