需求
有些时候,策划要我们实现奖励的循环滚动效果,也就是奖励列表可以无限的拖动,好像没有尽头一样(实际上也就是十几二十个奖励),这时候就需要循环滚动列表了,在拖动的时候不断的监测和修改奖励的位置,实现无限滚动
实现
首先需要遮罩,直接创建一个空UI,添加Rect Mask 2D组件实现遮罩。之后写代码,将代码挂载在空UI上即可
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class LoopScrollView : MonoBehaviour,IDragHandler,IBeginDragHandler,IEndDragHandler
{
public RectTransform itemRender;//item模板
public int itemCount; //设置item的数量
private float cellWidth;//item的宽
public float cellPadding;//item的间隔
private RectTransform[] gList;
private bool isOnDrag;
private float minPosiX;
private float maxPosiX;
private float cellOffset;
// Start is called before the first frame update
void Start()
{
itemCount = itemCount == 0 ? 5 : itemCount;
cellPadding = cellPadding ==0 ? 10 : cellPadding;
cellWidth = itemRender.rect.width;
gList = new RectTransform[itemCount];
//初始化item 的位置
for(int i =0;i< itemCount; i++)
{
gList[i] = Instantiate(itemRender,this.transform);
gList[i].anchoredPosition = new Vector2((i-1) *(cellWidth + cellPadding),0);
if(i==0)
{
minPosiX = gList[i].anchoredPosition.x;
}
else if(i== gList.Length -1)
{
maxPosiX = gList[i].anchoredPosition.x;
}
}
}
public void OnBeginDrag(PointerEventData eventData)
{
isOnDrag = true;
}
public void OnDrag(PointerEventData eventData)
{
for (int i = 0; i < gList.Length; i++)
{
gList[i].position += new Vector3(eventData.delta.x, 0, 0);//item位置变化
//转换溢出的item位置,实现循环显示item
if (gList[i].anchoredPosition.x < minPosiX - (cellWidth + cellPadding))
{
gList[i].anchoredPosition += new Vector2(itemCount * (cellWidth + cellPadding), 0);
}
else if (gList[i].anchoredPosition.x > maxPosiX + (cellWidth + cellPadding))
{
gList[i].anchoredPosition -= new Vector2(itemCount * (cellWidth + cellPadding), 0);
}
}
}
public void OnEndDrag(PointerEventData eventData)
{
isOnDrag = false;
}
}