ScrollRect滑动优化(一)_增删Item时自动排列

Unity各个组件结构如下:









动态生成的item如下:



主要是重写了Scroll View中的ScrollRect的方法,item就生成在Content中,注意要和Layout Element同时使用,

效果比原生的要好,删除单个item的时候item表会自动排列,以及其他....
ScrollRectEx的代码就贴在下面了

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System;
using UnityEngine.EventSystems;
using UnityEngine.Events;

public class ScrollRectEx : ScrollRect
{

    private bool routeToParent = false;


    public class ScrollEndEvent : UnityEvent
    {
    }

    public ScrollEndEvent onScrollTop = new ScrollEndEvent();
    public ScrollEndEvent onScrollBottom = new ScrollEndEvent();
    public ScrollEndEvent onScrollLeft = new ScrollEndEvent();
    public ScrollEndEvent onScrollRight = new ScrollEndEvent();


    /// <summary>
    /// Do action for all parents
    /// </summary>
    private void DoForParents<T>(Action<T> action) where T : IEventSystemHandler
    {
        Transform parent = transform.parent;
        while (parent != null)
        {
            foreach (var component in parent.GetComponents<Component>())
            {
                if (component is T)
                    action((T)(IEventSystemHandler)component);
            }
            parent = parent.parent;
        }
    }

    /// <summary>
    /// Always route initialize potential drag event to parents
    /// </summary>
    public override void OnInitializePotentialDrag(PointerEventData eventData)
    {
        DoForParents<IInitializePotentialDragHandler>((parent) => { parent.OnInitializePotentialDrag(eventData); });
        base.OnInitializePotentialDrag(eventData);
    }

    /// <summary>
    /// Drag event
    /// </summary>
    public override void OnDrag(UnityEngine.EventSystems.PointerEventData eventData)
    {
        if (routeToParent)
            DoForParents<IDragHandler>((parent) => { parent.OnDrag(eventData); });
        else
            base.OnDrag(eventData);
    }

    /// <summary>
    /// Begin drag event
    /// </summary>
    public override void OnBeginDrag(UnityEngine.EventSystems.PointerEventData eventData)
    {
        if (!horizontal && Math.Abs(eventData.delta.x) > Math.Abs(eventData.delta.y))
            routeToParent = true;
        else if (!vertical && Math.Abs(eventData.delta.x) < Math.Abs(eventData.delta.y))
            routeToParent = true;
        else
            routeToParent = false;

        if (routeToParent)
            DoForParents<IBeginDragHandler>((parent) => { parent.OnBeginDrag(eventData); });
        else
            base.OnBeginDrag(eventData);
    }

    /// <summary>
    /// End drag event
    /// </summary>
    public override void OnEndDrag(UnityEngine.EventSystems.PointerEventData eventData)
    {
        if (routeToParent)
            DoForParents<IEndDragHandler>((parent) => { parent.OnEndDrag(eventData); });
        else
            base.OnEndDrag(eventData);
        routeToParent = false;
    }


    public virtual void Update()
    {
        if(normalizedPosition.y > 1.0f)
        {
            if(onScrollTop != null)
            {
                onScrollTop.Invoke();

            }
        }


        if (normalizedPosition.y < 0.0f)
        {
            if (onScrollBottom != null)
            {
                onScrollBottom.Invoke();

            }
        }

        if (normalizedPosition.x > 1.0f)
        {
            if (onScrollLeft != null)
            {
                onScrollLeft.Invoke();

            }
        }

        if (normalizedPosition.x < 0.0f)
        {
            if (onScrollRight != null)
            {
                onScrollRight.Invoke();

            }
        }
    }
}


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