原文地址:https://www.cnblogs.com/suoluo/p/5535420.html
用到这块,晚上找到的文章,转载备忘。
/// <summary>
///
/// 拖动ScrollRect结束时始终让一个子物体位于中心位置。
///
/// </summary>
public class CenterOnChild : MonoBehaviour, IEndDragHandler, IDragHandler
{
//将子物体拉到中心位置时的速度
public float centerSpeed = 9f;
//注册该事件获取当拖动结束时位于中心位置的子物体
public delegate void OnCenterHandler (GameObject centerChild);
public event OnCenterHandler onCenter;
private ScrollRect _scrollView;
private Transform _container;
private List<float> _childrenPos = new List<float> ();
private float _targetPos;
private bool _centering = false;
void Awake ()
{
_scrollView = GetComponent<ScrollRect> ();
if (_scrollView == null)
{
Debug.LogError ("CenterOnChild: No ScrollRect");
return;
}
_container = _scrollView.content;
GridLayoutGroup grid;
grid = _container.GetComponent<GridLayoutGroup> ();
if (grid == null)
{
Debug.LogError ("CenterOnChild: No GridLayoutGroup on the ScrollRect's content");
return;
}
_scrollView.movementType = ScrollRect.MovementType.Unrestricted;
//计算第一个子物体位于中心时的位置
float childPosX = _scrollView.GetComponent<RectTransform> ().rect.width * 0.5f - grid.cellSize.x * 0.5f;
_childrenPos.Add (childPosX);
//缓存所有子物体位于中心时的位置
for (int i = 0; i < _container.childCount - 1; i++)
{
childPosX -= grid.cellSize.x + grid.spacing.x;
_childrenPos.Add (childPosX);
}
}
void Update ()
{
if (_centering)
{
Vector3 v = _container.localPosition;
v.x = Mathf.Lerp (_container.localPosition.x, _targetPos, centerSpeed * Time.deltaTime);
_container.localPosition = v;
if (Mathf.Abs (_container.localPosition.x - _targetPos) < 0.01f)
{
_centering = false;
}
}
}
public void OnEndDrag (PointerEventData eventData)
{
_centering = true;
_targetPos = FindClosestPos (_container.localPosition.x);
}
public void OnDrag (PointerEventData eventData)
{
_centering = false;
}
private float FindClosestPos (float currentPos)
{
int childIndex = 0;
float closest = 0;
float distance = Mathf.Infinity;
for (int i = 0; i < _childrenPos.Count; i++)
{
float p = _childrenPos[i];
float d = Mathf.Abs (p - currentPos);
if (d < distance)
{
distance = d;
closest = p;
childIndex = i;
}
}
GameObject centerChild = _container.GetChild (childIndex).gameObject;
if (onCenter != null)
onCenter (centerChild);
return closest;
}
}