Unity UGUI实现滑动翻页直接跳转页数

本文实例为大家分享了Unity UGUI实现滑动翻页,直接跳转页数的具体代码,供大家参考,具体内容如下

首先看一下最终效果

其实这个功能基本上是老生常谈了,所以代码还是很简单

using UnityEngine;

using System.Collections;

using UnityEngine.UI;

using System.Collections.Generic;

using UnityEngine.EventSystems;

using System;

public class PageView : MonoBehaviour, IBeginDragHandler, IEndDragHandler

{

private ScrollRect rect; //滑动组件

private float targethorizontal = 0; //滑动的起始坐标

private bool isDrag = false; //是否拖拽结束

private List<float> posList = new List<float>(); //求出每页的临界角,页索引从0开始

private int currentPageIndex = -1;

public Action<int> OnPageChanged;

public RectTransform content;

private bool stopMove = true;

public float smooting = 4; //滑动速度

public float sensitivity = 0;

private float startTime;

private float startDragHorizontal;

public Transform toggleList;

void Start()

{

rect = transform.GetComponent<ScrollRect>();

var _rectWidth = GetComponent<RectTransform>();

var tempWidth = ((float)content.transform.childCount * _rectWidth.rect.width);

content.sizeDelta = new Vector2(tempWidth, _rectWidth.rect.height);

//未显示的长度

float horizontalLength = content.rect.width - _rectWidth.rect.width;

for (int i = 0; i < rect.content.transform.childCount; i++)

{

posList.Add(_rectWidth.rect.width * i / horizontalLength);

}

}

void Update()

{

if (!isDrag && !stopMove)

{

startTime += Time.deltaTime;

float t = startTime * smooting;

rect.horizontalNormalizedPosition = Mathf.Lerp(rect.horizontalNormalizedPosition, targethorizontal, t);

if (t >= 1)

stopMove = true;

}

//Debug.Log(rect.horizontalNormalizedPosition);

}

public void pageTo(int index)

{

if (index >= 0 && index < posList.Count)

{

rect.horizontalNormalizedPosition = posList[index];

SetPageIndex(index);

GetIndex(index);

}

}

private void SetPageIndex(int index)

{

if (currentPageIndex != index)

{

currentPageIndex = index;

if (OnPageChanged != null)

OnPageChanged(index);

}

}

public void OnBeginDrag(PointerEventData eventData)

{

isDrag = true;

//开始拖动

startDragHorizontal = rect.horizontalNormalizedPosition;

}

public void OnEndDrag(PointerEventData eventData)

{

float posX = rect.horizontalNormalizedPosition;

posX += ((posX - startDragHorizontal) * sensitivity);

posX = posX < 1 ? posX : 1;

posX = posX > 0 ? posX : 0;

int index = 0;

float offset = Mathf.Abs(posList[index] - posX);

//Debug.Log("offset " + offset);

for (int i = 1; i < posList.Count; i++)

{

float temp = Mathf.Abs(posList[i] - posX);

//Debug.Log("temp " + temp);

//Debug.Log("i" + i);

if (temp < offset)

{

index = i;

offset = temp;

}

//Debug.Log("index " + index);

}

//Debug.Log(index);

SetPageIndex(index);

GetIndex(index);

targethorizontal = posList[index]; //设置当前坐标,更新函数进行插值

isDrag = false;

startTime = 0;

stopMove = false;

}

public void GetIndex(int index)

{

var toogle = toggleList.GetChild(index).GetComponent<Toggle>();

toogle.isOn = true;

}

}

using UnityEngine;

using System.Collections;

using UnityEngine.UI;

using System;

public class GameController : MonoBehaviour {

[SerializeField]

private Text pageNumber;

[SerializeField]

private InputField inputField;

[SerializeField]

private PageView pageView;

// Use this for initialization

void Start () {

pageNumber.text = string.Format ("当前页码:0");

pageView.OnPageChanged = pageChanged;

}

void pageChanged (int index) {

pageNumber.text = string.Format ("当前页码:{0}" , index.ToString ());

}

public void onClick () {

try {

int idnex = int.Parse (inputField.text);

pageView.pageTo (idnex);

} catch(Exception ex) {

Debug.LogWarning ("请输入数字"+ex.ToString());

}

}

void Destroy () {

pageView.OnPageChanged = null;

}

}

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