http://blog.csdn.net/qq_bingfeng_8/article/details/19415209
在上篇文章中学习了如何拖拽Texture,今天同样是拖拽,不过不同的是对多个对象进行拖拽时要始终让一个对象在拖拽panel中居中显示,参考NGUI官方的示例发现在UIGrid上多加了一个脚本“UICenterOnChild”,下面我对这个脚本做了微改,主要是为了能够清楚的看到当前在中间位置显示的对象到底是哪个!
- /// <summary>
- /// 获取中间位置上的对象的名字
- /// </summary>
- public string mCenteredObjectName;
- if (closest != null)
- {
- mCenteredObject = closest.gameObject;
- // Figure out the difference between the chosen child and the panel's center in local coordinates
- Vector3 cp = dt.InverseTransformPoint(closest.position);
- Vector3 cc = dt.InverseTransformPoint(center);
- Vector3 offset = cp - cc;
- // Offset shouldn't occur if blocked by a zeroed-out scale
- if (mDrag.scale.x == 0f) offset.x = 0f;
- if (mDrag.scale.y == 0f) offset.y = 0f;
- if (mDrag.scale.z == 0f) offset.z = 0f;
- // Spring the panel to this calculated position
- SpringPanel.Begin(mDrag.gameObject, dt.localPosition - offset, springStrength).onFinished = onFinished;
- mCenteredObjectName = mCenteredObject.name; //当前在中间位置的对象的名字
- mCenteredObject.transform.localScale = new Vector3(1.35f, 1.35f, 1.0f); //处于中间位置的对象放大显示
- }
- else mCenteredObject = null;
在这之后如果要居中位置做些特别的处理就显得容易多了.....
下面截一张我处理的翻页效果的截图: