unity制作简单的分页功能

先上效果图吧:

关键逻辑在这里,分两张情况,设定每一页多少条数据,具体情况具体分析

void BindPage(int index)
    {
        if (pageCount == 0)
        {
            int canDisPlay = 0;
            for (int i = 4; i > 0; i--)
            {
                if (canDisPlay < 4)
                {
                    BindItem(info_[canDisPlay].transform,ilist[4-i]);
                    info_[canDisPlay].gameObject.SetActive(true);
                }
                else
                {
                    info_[canDisPlay].gameObject.SetActive(false);
                }

                canDisPlay++;
            }
        }
        else if (pageCount>1)
        {
            if (index == pageCount)
            {
                int candisplay = 0;
                for (int i = 4; i > 0; i--)
                {
                    if (candisplay < itemCount - 4 * (index - 1))
                    {
                        BindItem(info_[candisplay].transform,ilist[4*index-i]);
                        info_[candisplay].gameObject.SetActive(true);
                    }
                    else
                    {
                        info_[candisplay].gameObject.SetActive(false);
                    }

                    candisplay++;

                }
            }
            else
            {
                for (int i = 4; i >0 ; i--)
                {
                    BindItem(info_[4-i].transform,ilist[4*index-i]);
                    info_[4-i].gameObject.SetActive(true);
                   
                }
            }
        }
        
    }

下面是全部代码:

using System.Collections;
using System.Collections.Generic;
using System.IO;
using DG.Tweening;
using LitJson;
using UnityEngine;
using UnityEngine.UI;

public class PageSwitch : MonoBehaviour
{
    private List<Info> ilist;

    public GameObject[] info_;
    /// <summary>
    /// 当前页面索引
    /// </summary>
    private int pageIndex = 1;

    /// <summary>
    /// 总页数
    /// </summary>
    private int pageCount = 0;

    /// <summary>
    /// 元素总个数
    /// </summary>
    private int itemCount = 0;

    public Text num;

    public Text AllNum;

    public Text allItem;

    private VerticalLayoutGroup v;
	// Use this for initialization
	void Start ()
	{

	    v = GetComponent<VerticalLayoutGroup>();
	    v.enabled = false;
	    InitInfo();

	    AllNum.text = pageCount.ToString();
	    allItem.text = itemCount.ToString();
	    Sequence s = DOTween.Sequence();
	    for (int i = 0; i < info_.Length; i++)
	    {
	      info_[i].transform.DOLocalMoveY(-550f, 0.5f).From();
	    }
	    //s.Append(info_[4 - i].transform.DOLocalMoveY(-550f, 0.5f).From());
        StartCoroutine(war());

	}

    IEnumerator war()
    {
        yield return new  WaitForSeconds(0.5f);
        v.enabled = true;
    }
	// Update is called once per frame
	void Update () {
	    num.text = pageIndex.ToString();
    }
    /// <summary>
    /// 初始化
    /// </summary>
    void InitInfo()
    {
        string s = File.ReadAllText(Application.dataPath + "/guzhang.txt");
        JsonData js = JsonMapper.ToObject(s);
        ilist = JsonMapper.ToObject<List<Info>>(js.ToJson());
        itemCount = js.Count;
        pageCount = js.Count % 4 == 0 ? js.Count / 4 : js.Count / 4 + 1;
        BindPage(pageIndex);
    }

    void BindPage(int index)
    {
        if (pageCount == 0)
        {
            int canDisPlay = 0;
            for (int i = 4; i > 0; i--)
            {
                if (canDisPlay < 4)
                {
                    BindItem(info_[canDisPlay].transform,ilist[4-i]);
                    info_[canDisPlay].gameObject.SetActive(true);
                }
                else
                {
                    info_[canDisPlay].gameObject.SetActive(false);
                }

                canDisPlay++;
            }
        }
        else if (pageCount>1)
        {
            if (index == pageCount)
            {
                int candisplay = 0;
                for (int i = 4; i > 0; i--)
                {
                    if (candisplay < itemCount - 4 * (index - 1))
                    {
                        BindItem(info_[candisplay].transform,ilist[4*index-i]);
                        info_[candisplay].gameObject.SetActive(true);
                    }
                    else
                    {
                        info_[candisplay].gameObject.SetActive(false);
                    }

                    candisplay++;

                }
            }
            else
            {
                for (int i = 4; i >0 ; i--)
                {
                    BindItem(info_[4-i].transform,ilist[4*index-i]);
                    info_[4-i].gameObject.SetActive(true);
                   
                }
            }
        }
        
    }

    void BindItem(Transform tran,Info infos)
    {
        tran.GetChild(0).GetComponent<Text>().text = infos.name;
        tran.GetChild(1).GetComponent<Text>().text = infos.age.ToString();
       
    }

    public void PreClick()
    {
        if (pageCount <= 0)
            return;
        //第一页时禁止向前翻页
        if (pageIndex <= 1)
            return;
        pageIndex -= 1;
        if (pageIndex < 1)
            pageIndex = 1;

        BindPage(pageIndex);
    }
    /// <summary>
    /// 首页
    /// </summary>
    public void FirstPage()
    {
        pageIndex = 1;
        BindPage(pageIndex);
    }
    /// <summary>
    /// 尾页
    /// </summary>
    public void LastPage()
    {
        pageIndex = pageCount;
        BindPage(pageIndex);
    }
    public void NextClick()
    {
        if (pageCount <= 0)
            return;
        //最后一页禁止向后翻页
        if (pageIndex >= pageCount)
            return;

        pageIndex += 1;
        if (pageIndex >= pageCount)
            pageIndex = pageCount;

        BindPage(pageIndex);
    }
}

public class Info
{
    public string name { get; set; }
    /// <summary>
    /// 
    /// </summary>
    public int age { get; set; }
}

下面是我手写的json文件,用来数据模拟填充:

[{
		"name": "刘老板",
		"age": 18
	}, {
		"name": "小红",
		"age": 18
	}, {
		"name": "小fen",
		"age": 18
	},
	{
		"name": "小笑",
		"age": 18
	}, {
		"name": "小ying",
		"age": 18
	},{
		"name": "小李",
		"age": 18
	}, {
		"name": "小红",
		"age": 18
	}, {
		"name": "小fen",
		"age": 18
	},
	{
		"name": "小笑",
		"age": 18
	}, {
		"name": "小ying",
		"age": 18
	},{
		"name": "小李",
		"age": 18
	}, {
		"name": "小红",
		"age": 18
	}, {
		"name": "小fen",
		"age": 18
	},
	{
		"name": "小笑",
		"age": 18
	}, {
		"name": "小ying",
		"age": 18
	},{
		"name": "小李",
		"age": 18
	}, {
		"name": "小红",
		"age": 18
	}, {
		"name": "小fen",
		"age": 18
	},
	{
		"name": "小笑",
		"age": 18
	}, {
		"name": "小ying",
		"age": 18
	},{
		"name": "小fen",
		"age": 18
	},
	{
		"name": "小笑",
		"age": 18
	}, {
		"name": "小ying",
		"age": 18
	}
]

参考文章:https://blog.csdn.net/andyhebear/article/details/50480453

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