using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.Collections.Generic;
using UnityEngine.EventSystems;
using System;
public class PageView : MonoBehaviour, IBeginDragHandler, IEndDragHandler {
private ScrollRect rect; //滑动组件
private float targethorizontal = 0; //滑动的起始坐标
private bool isDrag = false; //是否拖拽结束
private List<float> posList = new List<float> (); //求出每页的临界角,页索引从0开始 (为了精准确定最后停留的位置)
private int currentPageIndex = -1; //当前所在的index
public Action<int> OnPageChanged; //page改变的回调函数
private bool stopMove = true;
public float smooting = 4; //滑动速度
public float sensitivity = 0; //翻页的灵敏度
private float startTime;
private float startDragHorizontal; //开始拖拽的Horizontal
//-----------------------------------------------------------------------------------
public void pageTo(int index)
{
if (index >= 0 && index < posList.Count)
{
rect.horizontalNormalizedPosition = posList[index];
SetPageIndex(index);
}
else
{
Debug.LogWarning("页码不存在");
}
}
//-----------------------------------------------------------------------------------
void Awake () {
rect = transform.GetComponent<ScrollRect> ();
float horizontalLength = rect.content.rect.width - GetComponent<RectTransform> ().rect.width;
posList.Add (0);
for(int i = 1; i < rect.content.transform.childCount - 1; i++) {
posList.Add (GetComponent<RectTransform> ().rect.width * i / horizontalLength);
}
posList.Add (1);
}
void Update () {
if(!isDrag && !stopMove) {
startTime += Time.deltaTime;
float t = startTime * smooting;
rect.horizontalNormalizedPosition = Mathf.Lerp (rect.horizontalNormalizedPosition , targethorizontal , t);//线性的返回到目标点
if(t >= 1)
stopMove = true;
}
}
private void SetPageIndex (int index) {
if(currentPageIndex != index) {
currentPageIndex = index;
if(OnPageChanged != null)
OnPageChanged (index);
}
}
public void OnBeginDrag (PointerEventData eventData) {
isDrag = true;
startDragHorizontal = rect.horizontalNormalizedPosition;
}
public void OnEndDrag (PointerEventData eventData) {
//确定停留的index
float posX = rect.horizontalNormalizedPosition;
posX += ((posX - startDragHorizontal) * sensitivity);
posX = posX < 1 ? posX : 1;
posX = posX > 0 ? posX : 0;
//精准的确定停留位置
int index = 0;
float offset = Mathf.Abs (posList[index] - posX);
for(int i = 1; i < posList.Count; i++) {
float temp = Mathf.Abs (posList[i] - posX);
if(temp < offset) {
index = i;
offset = temp;
}
}
SetPageIndex (index);
targethorizontal = posList[index]; //设置当前坐标,更新函数进行插值
isDrag = false;
startTime = 0;
stopMove = false;
}
}
主要是现在unity中很多基础的组件都需要自己再写一遍很累就出来共享下。当然这个是有参考大神的博客的。