Xlua 背包系统之youyou2

 入库

出库

拖动组件PageView

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

public class PageView : MonoBehaviour
{
    public Transform itemPool;
    public Transform itemPanel;
    public GameObject itemPrefab;
    public Text txtPage;
    public UISelectRoleDragView m_UISelectRoleDragView;

    public Transform pageDotParent;
    public GameObject pageDot;

    /// <summary>
    /// 总数量
    /// </summary>
    private int m_TotalCount;

    /// <summary>
    /// 一共有多少行
    /// </summary>
    public int RowCount;

    /// <summary>
    /// 一共有多少列
    /// </summary>
    public int ColumnCount;

    /// <summary>
    /// 单元格宽度
    /// </summary>
    public int ItemWidth = 100;

    /// <summary>
    /// 每页数量
    /// </summary>
    public int PageSize
    {
        get { return RowCount * ColumnCount; }
    }

    private int m_TotalPage; //最大页数
    private int m_PageIndex; //当前页
    private List<Transform> m_NewItemList;
    private List<Transform> m_OldItemList;
    private bool m_IsPlaying = false;    //标记是否正在播放缓动动画
    private Queue<GameObject> m_Queue;

    public delegate void OnItemCreateHandler(int dataIndex, GameObject obj);
    public OnItemCreateHandler OnItemCreate;

    private List<Image> m_DotList;

    void Start()
    {

        m_OldItemList = new List<Transform>();
        m_Queue = new Queue<GameObject>();
        m_NewItemList = new List<Transform>();

        m_UISelectRoleDragView.OnDragComplete = (int type) =>
        {
            //0=左 1=右
            OnPageButtonCLick(type == 0 ? "Next" : "Prev");
        };

        //首次创建
        CreateItemGrid(0, true);
    }

    public void InitData(int totalCount)
    {
        m_TotalCount = totalCount;

        //计算最大页数
        m_TotalPage = (int)Mathf.Ceil((float)m_TotalCount / PageSize);
        if (m_TotalPage == 0) m_TotalPage = 1;

        m_PageIndex = 1;
        InitDotPage();

        CreateItemGrid(0, true, true);
    }

    private void InitDotPage()
    {
        //克隆分页的点
        if (m_DotList == null)
        {
            m_DotList = new List<Image>();
        }
        else
        {
            for (int i = 0; i < m_DotList.Count; i++)
            {
                DestroyImmediate(m_DotList[i].gameObject);
            }
            m_DotList.Clear();
        }

        float pageDotWidth = 20f; //分页点的间距
        float beginX = -1 * (((m_TotalPage * 0.5f) * pageDotWidth) - (pageDotWidth * 0.5f));

        for (int i = 0; i < m_TotalPage; i++)
        {
            GameObject go = GameUtil.AddChild(pageDotParent, pageDot); //创建
            go.transform.localPosition = new Vector3(beginX + (pageDotWidth * i), 0, 0);
            m_DotList.Add(go.GetComponent<Image>());

            Text lblNumber = go.GetComponentInChildren<Text>();
            if (lblNumber != null)
            {
                lblNumber.text = (i + 1).ToString();
            }
        }

        this.SetPage();
    }

    private void ResetDotPage()
    {
        if (m_DotList == null) return;

        for (int i = 0; i < m_DotList.Count; i++)
        {
            m_DotList[i].color = Color.white;
        }
    }

    private void SetPage()
    {
        if (m_DotList == null) return;

        ResetDotPage();
        m_DotList[m_PageIndex - 1].color = Color.green;

        if (txtPage != null)
        {
            txtPage.text = string.Format("{0}/{1}", m_PageIndex, m_TotalPage);
        }
    }

    private void CreateItemGrid(int offset, bool isFirst, bool isReset = false)
    {
        if (m_NewItemList == null) return;

        this.SetPage();

        if (isReset)
        {
            for (int i = 0; i < m_NewItemList.Count; i++)
            {
                DestroyImmediate(m_NewItemList[i].gameObject);
            }
        }

        m_NewItemList.Clear();
        int index = 0;
        for (int i = 0; i < RowCount; i++)
        {
            for (int j = 0; j < ColumnCount; j++)
            {
                GameObject go = null;
                if (isFirst || m_Queue.Count == 0)
                {
                    go = GameUtil.AddChild(itemPanel, itemPrefab); //创建
                }
                else
                {
                    go = m_Queue.Dequeue();
                    go.transform.parent = itemPanel;
                }

                go.name = "item " + (index < 10 ? "0" + index : index.ToString());
                go.transform.localPosition = new Vector3(j * ItemWidth + offset, i * -ItemWidth, 0);

                Button btn = go.GetComponent<Button>();
                if (btn != null)
                {
                    btn.onClick.AddListener(() =>
                    {
                        Debug.Log("点击了" + go.name);
                    });
                }


                m_NewItemList.Add(go.transform);

                if (OnItemCreate != null)
                {
                    OnItemCreate(PageSize * (m_PageIndex - 1) + index, go);
                }
                index++;
            }
        }
    }

    public void OnPageButtonCLick(string name)
    {
        if (m_IsPlaying) return;


        int offset = 0;
        switch (name)
        {
            case "Prev":
                if (m_PageIndex == 1)
                {
                    //Debug.Log("已经是第一页了,没有上一页");
                    return;
                }
                //Debug.Log("上一页");
                m_PageIndex--;
                offset = -ItemWidth * ColumnCount;
                break;
            case "Next":
                if (m_PageIndex == m_TotalPage)
                {
                    //Debug.Log("已经是最后页了,没有下一页");
                    return;
                }
                //Debug.Log("下一页");
                m_PageIndex++;
                offset = ItemWidth * ColumnCount;
                break;
        }
        m_IsPlaying = true;

        m_OldItemList.AddRange(m_NewItemList);

        CreateItemGrid(offset, false);
        int num = offset / (ItemWidth * ColumnCount);
        for (int i = m_OldItemList.Count - 1; i >= 0; i--)
        {
            GameObject item = m_OldItemList[i].gameObject;
            Tweener tween = item.transform.DOLocalMoveX(-offset, 0.3f);
            tween.SetRelative();
            tween.SetEase(Ease.InOutCubic);

            float delay = (i % ColumnCount) * num + (1 - num) * 2f;
            //乘以0.02f就是减少每一排的切换间隔
            tween.SetDelay(delay * 0.02f);
        }
        for (int i = m_NewItemList.Count - 1; i >= 0; i--)
        {
            GameObject item = m_NewItemList[i].gameObject;
            Tweener tween = item.transform.DOLocalMoveX(-offset, 0.3f);
            tween.SetRelative();
            tween.SetEase(Ease.InOutCubic);

            tween.OnComplete(OnTweenComplete);

            float delay = (i % ColumnCount) * num + (1 - num) * 2f;
            tween.SetDelay((delay + 5) * 0.02f);
        }
    }

    private int index = 0;
    private void OnTweenComplete()
    {
        index++;
        if (index == PageSize)
        {
            while (m_OldItemList.Count > 0)
            {
                m_OldItemList[0].gameObject.SetParent(this.itemPool);
                m_Queue.Enqueue(m_OldItemList[0].gameObject);
                Button btn = m_OldItemList[0].gameObject.GetComponent<Button>();
                if (btn != null)
                {
                    btn.onClick.RemoveAllListeners();
                }
                m_OldItemList.RemoveAt(0);
            }
            m_OldItemList.Clear();
            index = 0;
            m_IsPlaying = false;
        }
    }
}

数据层 

 

分类排序,小的排前面

 背包的总控制器

下面是加载完界面后的一系列委托

 

开始克隆了

按钮颜色,处理来回切换界面,然后属性克隆出来,依次的赋值

 

 

右侧按钮的点击

 

按钮的点击事件,以及重复的点击按钮

 获取data数据给   pageview组件赋值    组件中传数据长度     背包中的空格子

 

  • 0
    点赞
  • 3
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值