unity ugui滚动列表

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 1.横板列表

using UnityEngine;
using System.Collections;

public class testrefsh : MonoBehaviour {
    public static testrefsh instance;
   
    //模块选择提示
    public GameObject[] mo_kuai_chose;
    // Use this for initialization
    void Start () {
        instance = this;
     
	}
    /// <summary>
    /// 模块选择1
    /// </summary>
    public void Chose_number(string number)
    {
        for (int i = 0; i < mo_kuai_chose.Length; i++)
        {
            mo_kuai_chose[i].SetActive(false);
        }
        mo_kuai_chose[int.Parse(number)].SetActive(true);
    }
}

 

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class UI_Control_ScrollFlow : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IPointerClickHandler
{
    //可放置子类
    public RectTransform Rect;
    //或预加载
    public Transform prefabs;
    public int number;
    public List<UI_Control_ScrollFlow_Item> Items;
    /// <summary>
    /// 宽度
    /// </summary>
    public float Width=500;
    /// <summary>
    /// 大小
    /// </summary>
    public float MaxScale=1;
    /// <summary>
    /// StartValue开始坐标值,AddValue间隔坐标值,小于vmian 达到最左,大于vmax达到最右
    /// </summary>
    public float StartValue = 0.1f, AddValue = 0.2f, VMin = 0.1f, VMax = 0.9f;
    /// <summary>
    /// 坐标曲线
    /// </summary>
    public AnimationCurve PositionCurve;
    /// <summary>
    /// 大小曲线
    /// </summary>
    public AnimationCurve ScaleCurve;
    /// <summary>
    /// 透明曲线
    /// </summary>
    public AnimationCurve ApaCurve;
    /// <summary>
    /// 计算值
    /// </summary>
    private Vector2 start_point, add_vect;
    /// <summary>
    /// 动画状态
    /// </summary>
    public bool _anim = false;
    /// <summary>
    /// 动画速度
    /// </summary>
    public float _anim_speed = 1f;

    private float v = 0;
    private List<UI_Control_ScrollFlow_Item> GotoFirstItems = new List<UI_Control_ScrollFlow_Item>(), GotoLaserItems = new List<UI_Control_ScrollFlow_Item>();
    public event CallBack<UI_Control_ScrollFlow_Item> MoveEnd;

    private string[] str_arr = { "设备认知及原理展示", "运动轨迹识别与跟踪", "综合性设计实验仿真与程序编程", "虚拟作业体验及焊接缺陷分析"};
    private void Start()
    {
        Refresh();
        try
        {
           
            HelinkOpenApi.RecordStep("中北焊接机器人_模块选择", "0", true, "步骤记录", "");
        }
        catch (System.EntryPointNotFoundException e)
        {
            print("开始试验" + e);
        }
    }
    public void Refresh()
    {
        for (int i = 0; i < number; i++)
        {
            //Transform tran = Rect.GetChild(i);
            // UI_Control_ScrollFlow_Item item = tran.GetComponent<UI_Control_ScrollFlow_Item>();
            Transform tran = GameObject.Instantiate(prefabs,new Vector3 (0,Screen.height*0.5f+10,0),Quaternion.identity);
            
            UI_Control_ScrollFlow_Item item = tran.GetComponent<UI_Control_ScrollFlow_Item>();
            tran.SetParent(transform);
            if (item != null)
            {
                item.transform.GetChild(0).GetComponent<Text>().text = i.ToString();
                item.GetComponent<Image>().sprite = Resources.Load<Sprite>("模块/" + str_arr[i]);
                Items.Add(item);
                item.Init(this);
                item.Drag(StartValue + i * AddValue);
                if (item.v - 0.5 < 0.05f)
                {
                    Current = Items[i];
                }
            }
        }
        //Rect.childCount
        if (number < 5)
        {
            VMax = StartValue + 4 * AddValue;
        }
        else
        {
            VMax = StartValue + (Rect.childCount - 1) * AddValue;
        }
        if (MoveEnd!=null)
        {
            MoveEnd(Current);
        }
    }

    public void OnBeginDrag(PointerEventData eventData)
    {
        start_point = eventData.position;
        add_vect = Vector3.zero;
        _anim = false;
    }

    public void OnDrag(PointerEventData eventData)
    {
        add_vect = eventData.position - start_point;
        v = eventData.delta.x * 1.00f / Width;
        for (int i = 0; i < Items.Count; i++)
        {
            Items[i].Drag(v);
        }
        Check(v);
    }
    

    public void Check(float _v)
    {
        if (_v < 0)
        {//向左运动
            for (int i = 0; i < Items.Count; i++)
            {
                if (Items[i].v < (VMin - AddValue / 2))
                {
                    GotoLaserItems.Add(Items[i]);
                }
            }
            if (GotoLaserItems.Count > 0)
            {
                for (int i = 0; i < GotoLaserItems.Count; i++)
                {
                    GotoLaserItems[i].v = Items[Items.Count - 1].v + AddValue;
                    Items.Remove(GotoLaserItems[i]);
                    Items.Add(GotoLaserItems[i]);
                }
                GotoLaserItems.Clear();
            }
        }
        else if (_v > 0)
        {//向右运动,需要把右边的放到前面来

            for (int i = Items.Count-1; i >0; i--)
            {
                if (Items[i].v >= VMax)
                {
                    GotoFirstItems.Add(Items[i]);
                }
            }
            if (GotoFirstItems.Count > 0)
            {
                for (int i = 0; i < GotoFirstItems.Count; i++)
                {
                    GotoFirstItems[i].v = Items[0].v - AddValue;
                    Items.Remove(GotoFirstItems[i]);
                    Items.Insert(0, GotoFirstItems[i]);
                }
                GotoFirstItems.Clear();
            }
        }
    }

    public void OnEndDrag(PointerEventData eventData)
    {
        float k = 0,v1;
        for (int i = 0; i < Items.Count; i++)
        {
            if (Items[i].v >= VMin)
            {
                v1 = (Items[i].v - VMin)%AddValue;
                //Debug.Log(v1 + "--" + NextAddValue);
                if (add_vect.x >= 0)
                {
                    k = AddValue - v1;
                }
                else
                {
                    k = v1 * -1;
                }
                break;
            }
        }
        add_vect = Vector3.zero;
        AnimToEnd(k);
    }

    public void OnPointerClick(PointerEventData eventData)
    {
        Debug.Log("OnPointerClick:" + eventData.pointerPressRaycast.gameObject);
        if (add_vect.sqrMagnitude <= 1)
        {
            Debug.Log("============OnPointerClickOK============");
            UI_Control_ScrollFlow_Item script = eventData.pointerPressRaycast.gameObject.GetComponent<UI_Control_ScrollFlow_Item>();
            if(script!=null)
            {
                float k = script.v;
                k = 0.5f - k;
                AnimToEnd(k);
            }           
        }
        if (eventData.pointerPressRaycast.gameObject .CompareTag("mokuai"))
        {
            testrefsh.instance.Chose_number(eventData.pointerPressRaycast.gameObject.transform.GetChild(0).GetComponent<Text>().text);
        }
     
    }


    public float GetApa(float v)
    {
        return ApaCurve.Evaluate(v);
    }
    public float GetPosition(float v)
    {
        return PositionCurve.Evaluate(v) * Width;
    }
    public float GetScale(float v)
    {
        return ScaleCurve.Evaluate(v) * MaxScale;
    }


    private List<UI_Control_ScrollFlow_Item> SortValues = new List<UI_Control_ScrollFlow_Item>();
    private int index = 0;
    public void LateUpdate()
    {
        for (int i = 0; i < Items.Count; i++)
        {
            if(Items[i].v>=0.1f &&Items[i].v<=0.9f)
            {
                index=0;
                for (int j = 0; j < SortValues.Count; j++)
                {
                    if(Items[i].sv>=SortValues[j].sv)
                    {
                        index = j + 1;
                    }
                }

                SortValues.Insert(index, Items[i]);
            }
        }

        for (int k = 0; k < SortValues.Count; k++)
        {
            SortValues[k].rect.SetSiblingIndex(k);
        }
        SortValues.Clear();
    }

    public void ToLaster(UI_Control_ScrollFlow_Item item)
    {
        item.v=Items[Items.Count - 1].v + AddValue;
        Items.Remove(item);
        Items.Add(item);
    }

  
    private float AddV = 0, Vk=0,CurrentV=0,Vtotal=0,VT=0;
    private float _v1 = 0, _v2 = 0;
    
    private float start_time = 0, running_time = 0;

    public UI_Control_ScrollFlow_Item Current;



    public void AnimToEnd(float k)
    {
        AddV= k;
        if (AddV > 0) { Vk = 1; }
        else if (AddV < 0) { Vk = -1; }
        else
        {
            return;
        }
        Vtotal = 0;
        _anim = true;

    }

    void Update()
    {
        if (_anim)
        {
            CurrentV = Time.deltaTime * _anim_speed * Vk;
            VT = Vtotal + CurrentV;
            if (Vk > 0 && VT >= AddV) { _anim = false; CurrentV = AddV - Vtotal; }
            if (Vk < 0 && VT <= AddV) { _anim = false; CurrentV = AddV - Vtotal; }
            //==============
            for (int i = 0; i < Items.Count; i++)
            {
                Items[i].Drag(CurrentV);
                if(Items[i].v-0.5<0.05f)
                {
                    Current = Items[i];
                }
            }
            Check(CurrentV);
            Vtotal = VT;


            if(!_anim)
            {
                if (MoveEnd != null) { MoveEnd(Current); }
            }
        }
    }
     
}

 

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

public class UI_Control_ScrollFlow_Item : MonoBehaviour
{
    private UI_Control_ScrollFlow parent;
    [HideInInspector]
    public RectTransform rect;
    public Image img;

    public float v=0;
    private Vector3 p, s;
    /// <summary>
    /// 缩放值
    /// </summary>
    public float sv;
   // public float index = 0,index_value;
    private Color color;

    public void Init(UI_Control_ScrollFlow _parent)
    {
        rect =this. GetComponent<RectTransform>();
        img = this.GetComponent<Image>();
        parent = _parent;
        color = img.color;
    }

    public void Drag(float value)
    {
        v += value;
        p=rect.localPosition;
        p.x=parent.GetPosition(v);
        rect.localPosition = p;

        color.a = parent.GetApa(v);
        img.color = color;
        sv = parent.GetScale(v);
        s.x = sv;
        s.y = sv;
        s.z=1;
        rect.localScale = s;
    }
}

 

width:items列表分布的宽度

2.竖版

 

 

 

using UnityEngine;
using System.Collections;

public class testrefsh : MonoBehaviour {
    public static testrefsh instance;
   
    //模块选择提示
    public GameObject[] mo_kuai_chose;
    // Use this for initialization
    void Start () {
        instance = this;
     
	}
    /// <summary>
    /// 模块选择1
    /// </summary>
    public void Chose_number(string number)
    {
        for (int i = 0; i < mo_kuai_chose.Length; i++)
        {
            mo_kuai_chose[i].SetActive(false);
        }
        mo_kuai_chose[int.Parse(number)].SetActive(true);
    }
}

 

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class UI_Control_ScrollFlow : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IPointerClickHandler
{
    //可放置子类
    public RectTransform Rect;
    //或预加载
    public Transform prefabs;
    public int number;
    public List<UI_Control_ScrollFlow_Item> Items;
    /// <summary>
    /// 宽度
    /// </summary>
    public float Width=500;
    /// <summary>
    /// 大小
    /// </summary>
    public float MaxScale=1;
    /// <summary>
    /// StartValue开始坐标值,AddValue间隔坐标值,小于vmian 达到最左,大于vmax达到最右
    /// </summary>
    public float StartValue = 0.1f, AddValue = 0.2f, VMin = 0.1f, VMax = 0.9f;
    /// <summary>
    /// 坐标曲线
    /// </summary>
    public AnimationCurve PositionCurve;
    /// <summary>
    /// 大小曲线
    /// </summary>
    public AnimationCurve ScaleCurve;
    /// <summary>
    /// 透明曲线
    /// </summary>
    public AnimationCurve ApaCurve;
    /// <summary>
    /// 计算值
    /// </summary>
    private Vector2 start_point, add_vect;
    /// <summary>
    /// 动画状态
    /// </summary>
    public bool _anim = false;
    /// <summary>
    /// 动画速度
    /// </summary>
    public float _anim_speed = 1f;

    private float v = 0;
    private List<UI_Control_ScrollFlow_Item> GotoFirstItems = new List<UI_Control_ScrollFlow_Item>(), GotoLaserItems = new List<UI_Control_ScrollFlow_Item>();
    public event CallBack<UI_Control_ScrollFlow_Item> MoveEnd;

    private string[] str_arr = { "明日", "今日", "昨日", "未来"};
    private Dictionary<string, UI_Control_ScrollFlow_Item> dic_item = new Dictionary<string, UI_Control_ScrollFlow_Item>();
    public CreateAndShowPointGUI CreateAndShowPointGUI;
    
    private void Start()
    {
        Refresh();
        MoveEnd += Move_End_event;
        //初始化
        Current = dic_item["昨日"];
        Move_End_event(Current);
    }
    public void Refresh()
    {
        for (int i = 0; i < number; i++)
        {
            //Transform tran = Rect.GetChild(i);
            // UI_Control_ScrollFlow_Item item = tran.GetComponent<UI_Control_ScrollFlow_Item>();
            Transform tran = GameObject.Instantiate(prefabs, transform);

          
            UI_Control_ScrollFlow_Item item = tran.GetComponent<UI_Control_ScrollFlow_Item>();
            tran.SetParent(transform);
            tran.localPosition = Vector2.zero;
            if (item != null)
            {
                item.transform.GetChild(0).GetChild(0).GetComponent<Text>().text = str_arr[i];
                tran.name = str_arr[i];
                dic_item.Add(str_arr[i], item);
                Items.Add(item);
                item.Init(this);
                item.Drag(StartValue + i * AddValue);
                if (item.v - 0.5 < 0.05f)
                {
                    Current = Items[i];
                }
            }
        }
        //Rect.childCount
        if (number < 5)
        {
            VMax = StartValue + 4 * AddValue;
        }
        else
        {
            VMax = StartValue + (Rect.childCount - 1) * AddValue;
        }
        if (MoveEnd!=null)
        {
            MoveEnd(Current);
        }
    }

    public void OnBeginDrag(PointerEventData eventData)
    {
        start_point = eventData.position;
        add_vect = Vector3.zero;
        _anim = false;
    }

    public void OnDrag(PointerEventData eventData)
    {
        add_vect = eventData.position - start_point;
        //v = eventData.delta.x* 1.00f / Width;
        v = eventData.delta.y * 1.00f / Width;
        for (int i = 0; i < Items.Count; i++)
        {
            Items[i].Drag(v);
        }
        Check(v);
    }
    

    public void Check(float _v)
    {
        if (_v < 0)
        {//向左运动
            for (int i = 0; i < Items.Count; i++)
            {
                if (Items[i].v < (VMin - AddValue / 2))
                {
                    GotoLaserItems.Add(Items[i]);
                }
            }
            if (GotoLaserItems.Count > 0)
            {
                for (int i = 0; i < GotoLaserItems.Count; i++)
                {
                    GotoLaserItems[i].v = Items[Items.Count - 1].v + AddValue;
                    Items.Remove(GotoLaserItems[i]);
                    Items.Add(GotoLaserItems[i]);
                }
                GotoLaserItems.Clear();
            }
        }
        else if (_v > 0)
        {//向右运动,需要把右边的放到前面来

            for (int i = Items.Count-1; i >0; i--)
            {
                if (Items[i].v >= VMax)
                {
                    GotoFirstItems.Add(Items[i]);
                }
            }
            if (GotoFirstItems.Count > 0)
            {
                for (int i = 0; i < GotoFirstItems.Count; i++)
                {
                    GotoFirstItems[i].v = Items[0].v - AddValue;
                    Items.Remove(GotoFirstItems[i]);
                    Items.Insert(0, GotoFirstItems[i]);
                }
                GotoFirstItems.Clear();
            }
        }
    }

    public void OnEndDrag(PointerEventData eventData)
    {
        float k = 0,v1;
        for (int i = 0; i < Items.Count; i++)
        {
            if (Items[i].v >= VMin)
            {
                v1 = (Items[i].v - VMin)%AddValue;
                //Debug.Log(v1 + "--" + NextAddValue);
                if (add_vect.y >= 0)
                {
                    k = AddValue - v1;
                }
                else
                {
                    k = v1 * -1;
                }
                break;
            }
        }
        add_vect = Vector3.zero;
        AnimToEnd(k);
    }

    public void OnPointerClick(PointerEventData eventData)
    {
        Debug.Log("OnPointerClick:" + eventData.pointerPressRaycast.gameObject);
        if (add_vect.sqrMagnitude <= 1)
        {
            Debug.Log("============OnPointerClickOK============");
            UI_Control_ScrollFlow_Item script = eventData.pointerPressRaycast.gameObject.GetComponent<UI_Control_ScrollFlow_Item>();
            if(script!=null)
            {
                float k = script.v;
                k = 0.5f - k;
                AnimToEnd(k);
            
            }           
        }
        if (eventData.pointerPressRaycast.gameObject .CompareTag("mokuai"))
        {
            switch (eventData.pointerPressRaycast.gameObject.name)
            {
                case "明日":
                    CreateAndShowPointGUI.Change_data(3);
                    break;
                case "今日":
                    CreateAndShowPointGUI.Change_data(2);
                    break;
                case "昨日":
                    CreateAndShowPointGUI.Change_data(1);
                    break;
                case "未来":
                    CreateAndShowPointGUI.Change_data(4);
                    break;
                default:
                    break;
            }
        }    

    }


    public float GetApa(float v)
    {
        return ApaCurve.Evaluate(v);
    }
    public float GetPosition(float v)
    {
        return PositionCurve.Evaluate(v) * Width;
       
    }
    public float GetScale(float v)
    {
        return ScaleCurve.Evaluate(v) * MaxScale;
    }


    private List<UI_Control_ScrollFlow_Item> SortValues = new List<UI_Control_ScrollFlow_Item>();
    private int index = 0;
    public void LateUpdate()
    {
        for (int i = 0; i < Items.Count; i++)
        {
            if(Items[i].v>=0.1f &&Items[i].v<=0.9f)
            {
                index=0;
                for (int j = 0; j < SortValues.Count; j++)
                {
                    if(Items[i].sv>=SortValues[j].sv)
                    {
                        index = j + 1;
                    }
                }

                SortValues.Insert(index, Items[i]);
            }
        }

        for (int k = 0; k < SortValues.Count; k++)
        {
            SortValues[k].rect.SetSiblingIndex(k);
        }
        SortValues.Clear();
    }

    public void ToLaster(UI_Control_ScrollFlow_Item item)
    {
        item.v=Items[Items.Count - 1].v + AddValue;
        Items.Remove(item);
        Items.Add(item);
    }

  
    private float AddV = 0, Vk=0,CurrentV=0,Vtotal=0,VT=0;
    private float _v1 = 0, _v2 = 0;
    
    private float start_time = 0, running_time = 0;

    public UI_Control_ScrollFlow_Item Current;



    public void AnimToEnd(float k)
    {
      

        AddV = k;
        if (AddV > 0) { Vk = 1; }
        else if (AddV < 0) { Vk = -1; }
        else
        {
            return;
        }
        Vtotal = 0;
        _anim = true;
        
    }

    void Update()
    {
        if (_anim)
        {
            CurrentV = Time.deltaTime * _anim_speed * Vk;
            VT = Vtotal + CurrentV;
            if (Vk > 0 && VT >= AddV) { _anim = false; CurrentV = AddV - Vtotal; }
            if (Vk < 0 && VT <= AddV) { _anim = false; CurrentV = AddV - Vtotal; }
            //==============
            for (int i = 0; i < Items.Count; i++)
            {
                Items[i].Drag(CurrentV);
                if(Items[i].v-0.5<0.05f)
                {
                    Current = Items[i];
                }
            }
            Check(CurrentV);
            Vtotal = VT;


            if(!_anim)
            {
                if (MoveEnd != null) { MoveEnd(Current); }
            }
        }
    }
    /// <summary>
    /// 移动完成后的事件
    /// </summary>
    /// <param name="uI_Control_ScrollFlow_Item"></param>
    void Move_End_event(UI_Control_ScrollFlow_Item uI_Control_ScrollFlow_Item)
    {
        switch (uI_Control_ScrollFlow_Item.gameObject.name)
        {
            case "明日":
                CreateAndShowPointGUI.Change_data(3);
                break;
            case "今日":
                CreateAndShowPointGUI.Change_data(2);
                break;
            case "昨日":
                CreateAndShowPointGUI.Change_data(1);
                break;
            case "未来":
                CreateAndShowPointGUI.Change_data(4);
                break;
            default:
                break;
        }
        for (int i = 0; i < Items.Count; i++)
        {
            if (Current == Items[i])
            {
                Items[i].transform.GetChild(0).GetChild(0).GetComponent<Text>().color = Color.cyan;
            }
            else
            {
                Items[i].transform.GetChild(0).GetChild(0).GetComponent<Text>().color = new Color(255 / 255f, 161 / 255f, 202 / 255f, 255 / 255f);
            }
        }
    }
    float k;
    /// <summary>
    /// 外部slider 控制
    /// </summary>
    /// <param name="numner"></param>
    public void Auto_slider(int numner)
    {
      
        switch (numner)
        {
            case 1:
                k = dic_item["昨日"].v;
                break;
            case 2:
                 k = dic_item["今日"].v;
                break;
            case 3:
                 k = dic_item["明日"].v;
                break;
            case 4:
                 k = dic_item["未来"].v;
                break;
            default:
                break;
        }
        k = 0.5f - k;
        AnimToEnd(k);
    }
}

 

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

public class UI_Control_ScrollFlow_Item : MonoBehaviour
{
    private UI_Control_ScrollFlow parent;
    [HideInInspector]
    public RectTransform rect;
    public Image img;

    public float v=0;
    private Vector3 p, s;
    /// <summary>
    /// 缩放值
    /// </summary>
    public float sv;
   // public float index = 0,index_value;
    private Color color;

    public void Init(UI_Control_ScrollFlow _parent)
    {
        rect =this. GetComponent<RectTransform>();
        img = this.GetComponent<Image>();
        parent = _parent;
        color = img.color;
    }

    public void Drag(float value)
    {
        v += value;
        p=rect.localPosition;
        //p.x=parent.GetPosition(v);
        p.y = parent.GetPosition(v);
        rect.localPosition = p;

        color.a = parent.GetApa(v);
        img.color = color;
        sv = parent.GetScale(v);
        s.x = sv;
        s.y = sv;
        s.z=1;
        rect.localScale = s;
    }
}

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