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一、ScrollView实现分页滚动功能
代码如下:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public enum PageScrollType {
Horizontal,
Vertical
}
public class PageScrollView : MonoBehaviour, IBeginDragHandler, IEndDragHandler
{
protected ScrollRect rect;
protected int pageCount;
private RectTransform content;
protected float[] pages;
public float moveTime = 0.3f;
private float timer = 0;
private float startMovePos;
protected int currentPage = 0;
private bool isDraging = false;
private bool isMoving = false;
// 是不是开启自动滚动
public bool IsAutoScroll;
public float AutoScrollTime = 2;
private float AutoScrollTimer = 0;
public PageScrollType pageScrollType = PageScrollType.Horizontal;
public float vertical;
public Action<int> OnPageChange;
protected virtual void Start()
{
Init();
}
protected virtual void Update()
{
ListenerMove();
ListenerAutoScroll();
vertical = rect.verticalNormalizedPosition;
}
public void OnEndDrag(PointerEventData eventData)
{
// 滚动到离得最近的一页
this.ScrollToPage(CaculateMinDistancePage());
isDraging = false;
AutoScrollTimer = 0;
}
public void OnBeginDrag(PointerEventData eventData)
{
isDraging = true;
}
public void Init() {
rect = transform.GetComponent<ScrollRect>();
if (rect == null)
{
throw new System.Exception(" 未查询到ScrollRect! ");
}
content = transform.Find("Viewport/Content").GetComponent<RectTransform>();
pageCount = content.childCount;
if (pageCount == 1)
{
throw new System.Exception("只有一页,不用进行分页滚动!");
}
pages = new float[pageCount];
for (int i = 0; i < pages.Length; i++)
{
switch (pageScrollType)
{
case PageScrollType.Horizontal:
pages[i] = i * (1.0f / (float)(pageCount - 1));
break;
case PageScrollType.Vertical:
pages[i] = 1 - i * (1.0f / (float)(pageCount - 1));
break;
}
}
}
// 监听移动
public void ListenerMove()
{
if (isMoving)
{
timer += Time.deltaTime * (1 / moveTime);
switch (pageScrollType)
{
case PageScrollType.Horizontal:
rect.horizontalNormalizedPosition = Mathf.Lerp(startMovePos, pages[currentPage], timer);
break;
case PageScrollType.Vertical:
rect.verticalNormalizedPosition = Mathf.Lerp(startMovePos, pages[currentPage], timer);
break;
}
if (timer >= 1)
{
isMoving = false;
}
}
}
// 监听自动滚动
public void ListenerAutoScroll()
{
if (isDraging) { return; }
if (IsAutoScroll)
{
AutoScrollTimer += Time.deltaTime;
if (AutoScrollTimer >= AutoScrollTime)
{
AutoScrollTimer = 0;
// 滚动到下一页
currentPage++;
currentPage %= pageCount;
ScrollToPage(currentPage);
}
}
}
public void ScrollToPage(int page)
{
isMoving = true;
this.currentPage = page;
timer = 0;
switch (pageScrollType)
{
case PageScrollType.Horizontal:
startMovePos = rect.horizontalNormalizedPosition;
break;
case PageScrollType.Vertical:
startMovePos = rect.verticalNormalizedPosition;
break;
}
if (OnPageChange != null)
{
OnPageChange(this.currentPage);
}
}
// 计算离得最近的一页
public int CaculateMinDistancePage() {
int minPage = 0;
// 计算出离得最近的一页
for (int i = 1; i < pages.Length; i++)
{
switch (pageScrollType)
{
case PageScrollType.Horizontal:
if (Mathf.Abs(pages[i] - rect.horizontalNormalizedPosition) < Mathf.Abs(pages[minPage] - rect.horizontalNormalizedPosition))
{
minPage = i;
}
break;
case PageScrollType.Vertical:
if (Mathf.Abs(pages[i] - rect.verticalNormalizedPosition) < Mathf.Abs(pages[minPage] - rect.verticalNormalizedPosition))
{
minPage = i;
}
break;
}
}
return minPage;
}
#endregion
}
二、ScrollView实现分页滚动缩放功能
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ScalePageScrollView : PageScrollView
{
// 所有页的Object
protected GameObject[] items;
public float currentScale = 1f;
public float otherScale = 0.6f;
public int lastPage;
public int nextPage;
protected override void Start()
{
base.Start();
items = new GameObject[pageCount];
// 初始化所有的GameObject
for (int i = 0; i < pageCount; i++)
{
items[i] = transform.Find("Viewport/Content").GetChild(i).gameObject;
}
}
protected override void Update()
{
base.Update();
ListenerScale();
}
// 监听scale
public void ListenerScale() {
// 找到上一页 和 下一页
for (int i = 0; i < pages.Length; i++)
{
if ( pages[i] <= rect.horizontalNormalizedPosition )
{
lastPage = i;
}
}
for (int i = 0; i < pages.Length; i++)
{
if (pages[i] > rect.horizontalNormalizedPosition)
{
nextPage = i;
break;
}
}
if ( nextPage == lastPage )
{
return;
}
float percent = (rect.horizontalNormalizedPosition - pages[lastPage]) / ( pages[nextPage] - pages[lastPage] );
items[lastPage].transform.localScale = Vector3.Lerp(Vector3.one * currentScale, Vector3.one * otherScale, percent);
items[nextPage].transform.localScale = Vector3.Lerp(Vector3.one * currentScale, Vector3.one * otherScale, 1 - percent);
for (int i = 0; i < items.Length; i++)
{
if (i != lastPage && i != nextPage)
{
items[i].transform.localScale = Vector3.one * otherScale;
}
}
}
}