转载自:http://blog.gamerisker.com/archives/433.html
之前用UIGrid 发现如果数据量大了。NGUI就会创建大量的GameObject. 这样肯定对性能消耗影响巨大,所以我自己优化了一下。这样效率可以提高很多。当然,优化过后UIGrid还是有一些不足,可惜暂时没有思路,以后有思路了。再接着继续。直接贴代码。
Demo : game.gamerisker.com/grid/
DownLoad : GridDemo 访问密码: o7bf
CustomGrid.cs
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|
using
UnityEngine
;
using
System
.
Collections
;
using
System
.
Collections
.
Generic
;
/// <summary>
/// @author : YangDan
/// @date : 2014-6-20
///
/// CustomGrid,这个类主要做了一件事,就是优化了,NGUI UIGrid 在数据量很多都时候,
///创建过多都GameObject对象,造成资源浪费.
/// 该类需要和 CustomScrollView.cs 以及 CustomDragScrollView.cs一起使用;
/// CustomScrollView 类只上把bounds字段给暴露出来,因为bounds都大小需要在外面设置了.
/// CustomDragScrollView 类 没有修改,
///因为默认都UIDragScrollView 默认里面调用都上UIScrollView
///不能与我们都CustomScrollView兼容.
/// 所以只是将里面都UIScrollView 改为 CustomScrollView.
/// Item 是一个渲染操作类.可以自己定义,或者不要,并没有影响.
/// </summary>
///
public
class
CustomGrid
:
UIWidgetContainer
{
public
GameObject
Item
;
public
int
m_cellHeight
=
60
;
public
int
m_cellWidth
=
700
;
private
float
m_height
;
private
int
m_maxLine
;
private
Item
[
]
m_cellList
;
private
CustomScrollView
mDrag
;
private
float
lastY
=
-
1
;
private
List
<
string
>
m_listData
;
private
Vector3
defaultVec
;
void
Awake
(
)
{
m_listData
=
new
List
<
string
>
(
)
;
defaultVec
=
new
Vector3
(
0
,
m_cellHeight
,
0
)
;
mDrag
=
NGUITools
.
FindInParents
<
CustomScrollView
>
(
gameObject
)
;
m_height
=
mDrag
.
panel
.
height
;
m_maxLine
=
Mathf
.
CeilToInt
(
m_height
/
m_cellHeight
)
+
1
;
m_cellList
=
new
Item
[
m_maxLine
]
;
CreateItem
(
)
;
}
void
Update
(
)
{
if
(
mDrag
.
transform
.
localPosition
.
y
!=
lastY
)
{
Validate
(
)
;
lastY
=
mDrag
.
transform
.
localPosition
.
y
;
}
}
private
void
UpdateBounds
(
int
count
)
{
Vector3
vMin
=
new
Vector3
(
)
;
vMin
.
x
=
-
transform
.
localPosition
.
x
;
vMin
.
y
=
transform
.
localPosition
.
y
-
count
*
m_cellHeight
;
vMin
.
z
=
transform
.
localPosition
.
z
;
Bounds
b
=
new
Bounds
(
vMin
,
Vector3
.
one
)
;
b
.
Encapsulate
(
transform
.
localPosition
)
;
mDrag
.
bounds
=
b
;
mDrag
.
UpdateScrollbars
(
true
)
;
mDrag
.
RestrictWithinBounds
(
true
)
;
}
public
void
AddItem
(
string
name
)
{
m_listData
.
Add
(
name
)
;
Validate
(
)
;
UpdateBounds
(
m_listData
.
Count
)
;
}
private
void
Validate
(
)
{
Vector3
position
=
mDrag
.
panel
.
transform
.
localPosition
;
float
_ver
=
Mathf
.
Max
(
position
.
y
,
0
)
;
int
startIndex
=
Mathf
.
FloorToInt
(
_ver
/
m_cellHeight
)
;
int
endIndex
=
Mathf
.
Min
(
m_listData
.
Count
,
startIndex
+
m_maxLine
)
;
Item
cell
;
int
index
=
0
;
for
(
int
i
=
startIndex
;
i
<
startIndex
+
m_maxLine
;
i
++
)
{
cell
=
m_cellList
[
index
]
;
if
(
i
<
endIndex
)
{
cell
.
text
=
m_listData
[
i
]
;
cell
.
transform
.
localPosition
=
new
Vector3
(
0
,
i
*
-
m_cellHeight
,
0
)
;
cell
.
gameObject
.
SetActive
(
true
)
;
}
else
{
cell
.
transform
.
localPosition
=
defaultVec
;
}
index
++
;
}
}
private
void
CreateItem
(
)
{
for
(
int
i
=
0
;
i
<
m_maxLine
;
i
++
)
{
GameObject
go
;
go
=
Instantiate
(
Item
)
as
GameObject
;
go
.
transform
.
parent
=
transform
;
go
.
transform
.
localScale
=
Vector3
.
one
;
go
.
SetActive
(
false
)
;
go
.
name
=
"Item"
+
i
;
Item
item
=
go
.
GetComponent
<
Item
>
(
)
;
item
.
Init
(
)
;
m_cellList
[
i
]
=
item
;
}
}
}
|
Main.cs
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|
using
UnityEngine
;
using
System
.
Collections
;
/// <summary>
/// 主初始化类
/// </summary>
public
class
Main
:
MonoBehaviour
{
public
int
count
;
public
bool
isUpdate
=
true
;
private
CustomGrid
grid
;
private
int
index
=
0
;
private
int
i
=
0
;
private
UILabel
label
;
void
Awake
(
)
{
grid
=
GetComponentInChildren
<
CustomGrid
>
(
)
;
label
=
transform
.
FindChild
(
"back/back/Label"
)
.
GetComponent
<
UILabel
>
(
)
;
}
void
Start
(
)
{
while
(
i
<
count
)
{
Add
(
""
+
i
++
)
;
}
label
.
text
=
string
.
Format
(
"创建 {0} 个Item"
,
i
.
ToString
(
)
)
;
}
void
Update
(
)
{
if
(
isUpdate
)
{
if
(
index
%
30
==
0
)
{
Add
(
i
.
ToString
(
)
)
;
i
++
;
label
.
text
=
string
.
Format
(
"创建 {0} 个Item"
,
i
.
ToString
(
)
)
;
}
index
++
;
}
}
private
void
Add
(
string
text
)
{
grid
.
AddItem
(
text
)
;
}
}
|
Item.cs
C#
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|
using
UnityEngine
;
using
System
.
Collections
;
using
System
.
Collections
.
Generic
;
using
System
.
Text
.
RegularExpressions
;
/// <summary>
/// 子渲染处理类
/// </summary>
public
class
Item
:
MonoBehaviour
{
private
UILabel
label
;
public
void
Init
(
)
{
label
=
transform
.
FindChild
(
"Label"
)
.
GetComponent
<
UILabel
>
(
)
;
}
/// <summary>
/// 文本内容
/// </summary>
public
string
text
{
set
{
label
.
text
=
value
;
}
}
}
|
CustomScrollView.cs
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|
using
UnityEngine
;
/// <summary>
/// 自定义ScrollView 和 UIScrollView 基本相同
/// </summary>
public
class
CustomScrollView
:
MonoBehaviour
{
public
enum
Movement
{
Horizontal
,
Vertical
,
Unrestricted
,
Custom
,
}
public
enum
DragEffect
{
None
,
Momentum
,
MomentumAndSpring
,
}
public
enum
ShowCondition
{
Always
,
OnlyIfNeeded
,
WhenDragging
,
}
public
delegate
void
OnDragFinished
(
)
;
public
Movement
movement
=
Movement
.
Vertical
;
public
DragEffect
dragEffect
=
DragEffect
.
MomentumAndSpring
;
public
bool
restrictWithinPanel
=
true
;
public
bool
disableDragIfFits
=
false
;
public
bool
smoothDragStart
=
true
;
public
bool
iOSDragEmulation
=
true
;
public
float
scrollWheelFactor
=
0.25f
;
public
float
momentumAmount
=
35f
;
public
UIScrollBar
horizontalScrollBar
;
public
UIScrollBar
verticalScrollBar
;
public
ShowCondition
showScrollBars
=
ShowCondition
.
OnlyIfNeeded
;
public
Vector2
customMovement
=
new
Vector2
(
1f
,
0f
)
;
public
Vector2
relativePositionOnReset
=
Vector2
.
zero
;
public
OnDragFinished
onDragFinished
;
[
HideInInspector
]
[
SerializeField
]
Vector3
scale
=
new
Vector3
(
0f
,
0f
,
0f
)
;
Transform
mTrans
;
UIPanel
mPanel
;
Plane
mPlane
;
Vector3
mLastPos
;
bool
mPressed
=
false
;
Vector3
mMomentum
=
Vector3
.
zero
;
float
mScroll
=
0f
;
Bounds
mBounds
;
//bool mCalculatedBounds = false;
bool
mShouldMove
=
false
;
bool
mIgnoreCallbacks
=
false
;
int
mDragID
=
-
10
;
Vector2
mDragStartOffset
=
Vector2
.
zero
;
bool
mDragStarted
=
false
;
public
UIPanel
panel
{
get
{
return
mPanel
;
}
}
public
Bounds
bounds
{
get
{
return
mBounds
;
}
set
{
mBounds
=
value
;
}
}
public
bool
canMoveHorizontally
{
get
{
return
movement
==
Movement
.
Horizontal
||
movement
==
Movement
.
Unrestricted
||
(
movement
==
Movement
.
Custom
&&
customMovement
.
x
!=
0f
)
;
}
}
public
bool
canMoveVertically
{
get
{
return
movement
==
Movement
.
Vertical
||
movement
==
Movement
.
Unrestricted
||
(
movement
==
Movement
.
Custom
&&
customMovement
.
y
!=
0f
)
;
}
}
public
virtual
bool
shouldMoveHorizontally
{
get
{
float
size
=
bounds
.
size
.
x
;
if
(
mPanel
.
clipping
==
UIDrawCall
.
Clipping
.
SoftClip
)
size
+=
mPanel
.
clipSoftness
.
x *
2f
;
return
size
>
mPanel
.
width
;
}
}
public
virtual
bool
shouldMoveVertically
{
get
{
float
size
=
bounds
.
size
.
y
;
if
(
mPanel
.
clipping
==
UIDrawCall
.
Clipping
.
SoftClip
)
size
+=
mPanel
.
clipSoftness
.
y *
2f
;
return
size
>
mPanel
.
height
;
}
}
protected
virtual
bool
shouldMove
{
get
{
if
(
!
disableDragIfFits
)
return
true
;
if
(
mPanel
==
null
)
mPanel
=
GetComponent
<
UIPanel
>
(
)
;
Vector4
clip
=
mPanel
.
finalClipRegion
;
Bounds
b
=
bounds
;
float
hx
=
(
clip
.
z
==
0f
)
?
Screen
.
width
:
clip
.
z *
0.5f
;
float
hy
=
(
clip
.
w
==
0f
)
?
Screen
.
height
:
clip
.
w *
0.5f
;
if
(
canMoveHorizontally
)
{
if
(
b
.
min
.
x
<
clip
.
x
-
hx
)
return
true
;
if
(
b
.
max
.
x
>
clip
.
x
+
hx
)
return
true
;
}
if
(
canMoveVertically
)
{
if
(
b
.
min
.
y
<
clip
.
y
-
hy
)
return
true
;
if
(
b
.
max
.
y
>
clip
.
y
+
hy
)
return
true
;
}
return
false
;
}
}
public
Vector3
currentMomentum
{
get
{
return
mMomentum
;
}
set
{
mMomentum
=
value
;
mShouldMove
=
true
;
}
}
void
Awake
(
)
{
mTrans
=
transform
;
mPanel
=
GetComponent
<
UIPanel
>
(
)
;
if
(
mPanel
.
clipping
==
UIDrawCall
.
Clipping
.
None
)
mPanel
.
clipping
=
UIDrawCall
.
Clipping
.
ConstrainButDontClip
;
if
(
movement
!=
Movement
.
Custom
&&
scale
.
sqrMagnitude
>
0.001f
)
{
if
(
scale
.
x
==
1f
&&
scale
.
y
==
0f
)
{
movement
=
Movement
.
Horizontal
;
}
else
if
(
scale
.
x
==
0f
&&
scale
.
y
==
1f
)
{
movement
=
Movement
.
Vertical
;
}
else
if
(
scale
.
x
==
1f
&&
scale
.
y
==
1f
)
{
movement
=
Movement
.
Unrestricted
;
}
else
{
movement
=
Movement
.
Custom
;
customMovement
.
x
=
scale
.
x
;
customMovement
.
y
=
scale
.
y
;
}
scale
=
Vector3
.
zero
;
#if UNITY_EDITOR
UnityEditor
.
EditorUtility
.
SetDirty
(
this
)
;
#endif
}
if
(
Application
.
isPlaying
)
mPanel
.
onChange
+=
OnPanelChange
;
}
void
OnDestroy
(
)
{
if
(
Application
.
isPlaying
&&
mPanel
!=
null
)
mPanel
.
onChange
-=
OnPanelChange
;
}
void
OnPanelChange
(
)
{
UpdateScrollbars
(
true
)
;
}
void
Start
(
)
{
if
(
Application
.
isPlaying
)
{
UpdateScrollbars
(
true
)
;
if
(
horizontalScrollBar
!=
null
)
{
EventDelegate
.
Add
(
horizontalScrollBar
.
onChange
,
OnHorizontalBar
)
;
horizontalScrollBar
.
alpha
=
(
(
showScrollBars
==
ShowCondition
.
Always
)
||
shouldMoveHorizontally
)
?
1f
:
0f
;
}
if
(
verticalScrollBar
!=
null
)
{
EventDelegate
.
Add
(
verticalScrollBar
.
onChange
,
OnVerticalBar
)
;
verticalScrollBar
.
alpha
=
(
(
showScrollBars
==
ShowCondition
.
Always
)
||
shouldMoveVertically
)
?
1f
:
0f
;
}
}
}
public
bool
RestrictWithinBounds
(
bool
instant
)
{
return
RestrictWithinBounds
(
instant
,
true
,
true
)
;
}
public
bool
RestrictWithinBounds
(
bool
instant
,
bool
horizontal
,
bool
vertical
)
{
Bounds
b
=
bounds
;
Vector3
constraint
=
mPanel
.
CalculateConstrainOffset
(
b
.
min
,
b
.
max
)
;
if
(
!
horizontal
)
constraint
.
x
=
0f
;
if
(
!
vertical
)
constraint
.
y
=
0f
;
if
(
constraint
.
magnitude
>
1f
)
{
if
(
!
instant
&&
dragEffect
==
DragEffect
.
MomentumAndSpring
)
{
Vector3
pos
=
mTrans
.
localPosition
+
constraint
;
pos
.
x
=
Mathf
.
Round
(
pos
.
x
)
;
pos
.
y
=
Mathf
.
Round
(
pos
.
y
)
;
SpringPanel
.
Begin
(
mPanel
.
gameObject
,
pos
,
13f
)
;
}
else
{
MoveRelative
(
constraint
)
;
mMomentum
=
Vector3
.
zero
;
mScroll
=
0f
;
}
return
true
;
}
return
false
;
}
public
void
DisableSpring
(
)
{
SpringPanel
sp
=
GetComponent
<
SpringPanel
>
(
)
;
if
(
sp
!=
null
)
sp
.
enabled
=
false
;
}
public
virtual
void
UpdateScrollbars
(
bool
recalculateBounds
)
{
if
(
mPanel
==
null
)
return
;
if
(
horizontalScrollBar
!=
null
||
verticalScrollBar
!=
null
)
{
if
(
recalculateBounds
)
{
//mCalculatedBounds = false;
mShouldMove
=
shouldMove
;
}
Bounds
b
=
bounds
;
Vector2
bmin
=
b
.
min
;
Vector2
bmax
=
b
.
max
;
if
(
horizontalScrollBar
!=
null
&&
bmax
.
x
>
bmin
.
x
)
{
Vector4
clip
=
mPanel
.
finalClipRegion
;
float
extents
=
clip
.
z *
0.5f
;
if
(
mPanel
.
clipping
==
UIDrawCall
.
Clipping
.
SoftClip
)
extents
-=
mPanel
.
clipSoftness
.
x
;
float
min
=
clip
.
x
-
extents
-
b
.
min
.
x
;
float
max
=
b
.
max
.
x
-
extents
-
clip
.
x
;
float
width
=
bmax
.
x
-
bmin
.
x
;
min
=
Mathf
.
Clamp01
(
min
/
width
)
;
max
=
Mathf
.
Clamp01
(
max
/
width
)
;
float
sum
=
min
+
max
;
mIgnoreCallbacks
=
true
;
horizontalScrollBar
.
barSize
=
1f
-
sum
;
horizontalScrollBar
.
value
=
(
sum
>
0.001f
)
?
min
/
sum
:
0f
;
mIgnoreCallbacks
=
false
;
}
if
(
verticalScrollBar
!=
null
&&
bmax
.
y
>
bmin
.
y
)
{
Vector4
clip
=
mPanel
.
finalClipRegion
;
float
extents
=
clip
.
w *
0.5f
;
if
(
mPanel
.
clipping
==
UIDrawCall
.
Clipping
.
SoftClip
)
extents
-=
mPanel
.
clipSoftness
.
y
;
float
min
=
clip
.
y
-
extents
-
bmin
.
y
;
float
max
=
bmax
.
y
-
extents
-
clip
.
y
;
float
height
=
bmax
.
y
-
bmin
.
y
;
min
=
Mathf
.
Clamp01
(
min
/
height
)
;
max
=
Mathf
.
Clamp01
(
max
/
height
)
;
float
sum
=
min
+
max
;
mIgnoreCallbacks
=
true
;
verticalScrollBar
.
barSize
=
1f
-
sum
;
verticalScrollBar
.
value
=
(
sum
>
0.001f
)
?
1f
-
min
/
sum
:
0f
;
mIgnoreCallbacks
=
false
;
}
}
else
if
(
recalculateBounds
)
{
//mCalculatedBounds = false;
}
}
public
virtual
void
SetDragAmount
(
float
x
,
float
y
,
bool
updateScrollbars
)
{
DisableSpring
(
)
;
Bounds
b
=
bounds
;
if
(
b
.
min
.
x
==
b
.
max
.
x
||
b
.
min
.
y
==
b
.
max
.
y
)
return
;
Vector4
clip
=
mPanel
.
finalClipRegion
;
clip
.
x
=
Mathf
.
Round
(
clip
.
x
)
;
clip
.
y
=
Mathf
.
Round
(
clip
.
y
)
;
clip
.
z
=
Mathf
.
Round
(
clip
.
z
)
;
clip
.
w
=
Mathf
.
Round
(
clip
.
w
)
;
float
hx
=
clip
.
z *
0.5f
;
float
hy
=
clip
.
w *
0.5f
;
float
left
=
b
.
min
.
x
+
hx
;
float
right
=
b
.
max
.
x
-
hx
;
float
bottom
=
b
.
min
.
y
+
hy
;
float
top
=
b
.
max
.
y
-
hy
;
if
(
mPanel
.
clipping
==
UIDrawCall
.
Clipping
.
SoftClip
)
{
left
-=
mPanel
.
clipSoftness
.
x
;
right
+=
mPanel
.
clipSoftness
.
x
;
bottom
-=
mPanel
.
clipSoftness
.
y
;
top
+=
mPanel
.
clipSoftness
.
y
;
}
float
ox
=
Mathf
.
Lerp
(
left
,
right
,
x
)
;
float
oy
=
Mathf
.
Lerp
(
top
,
bottom
,
y
)
;
ox
=
Mathf
.
Round
(
ox
)
;
oy
=
Mathf
.
Round
(
oy
)
;
if
(
!
updateScrollbars
)
{
Vector3
pos
=
mTrans
.
localPosition
;
if
(
canMoveHorizontally
)
pos
.
x
+=
clip
.
x
-
ox
;
if
(
canMoveVertically
)
pos
.
y
+=
clip
.
y
-
oy
;
mTrans
.
localPosition
=
pos
;
}
if
(
canMoveHorizontally
)
clip
.
x
=
ox
;
if
(
canMoveVertically
)
clip
.
y
=
oy
;
Vector4
cr
=
mPanel
.
baseClipRegion
;
mPanel
.
clipOffset
=
new
Vector2
(
clip
.
x
-
cr
.
x
,
clip
.
y
-
cr
.
y
)
;
if
(
updateScrollbars
)
UpdateScrollbars
(
false
)
;
}
public
void
ResetPosition
(
)
{
if
(
NGUITools
.
GetActive
(
this
)
)
{
//mCalculatedBounds = false;
SetDragAmount
(
relativePositionOnReset
.
x
,
relativePositionOnReset
.
y
,
false
)
;
SetDragAmount
(
relativePositionOnReset
.
x
,
relativePositionOnReset
.
y
,
true
)
;
}
}
void
OnHorizontalBar
(
)
{
if
(
!
mIgnoreCallbacks
)
{
float
x
=
(
horizontalScrollBar
!=
null
)
?
horizontalScrollBar
.
value
:
0f
;
float
y
=
(
verticalScrollBar
!=
null
)
?
verticalScrollBar
.
value
:
0f
;
SetDragAmount
(
x
,
y
,
false
)
;
}
}
void
OnVerticalBar
(
)
{
if
(
!
mIgnoreCallbacks
)
{
float
x
=
(
horizontalScrollBar
!=
null
)
?
horizontalScrollBar
.
value
:
0f
;
float
y
=
(
verticalScrollBar
!=
null
)
?
verticalScrollBar
.
value
:
0f
;
SetDragAmount
(
x
,
y
,
false
)
;
}
}
public
virtual
void
MoveRelative
(
Vector3
relative
)
{
mTrans
.
localPosition
+=
relative
;
Vector2
co
=
mPanel
.
clipOffset
;
co
.
x
-=
relative
.
x
;
co
.
y
-=
relative
.
y
;
mPanel
.
clipOffset
=
co
;
UpdateScrollbars
(
false
)
;
}
public
void
MoveAbsolute
(
Vector3
absolute
)
{
Vector3
a
=
mTrans
.
InverseTransformPoint
(
absolute
)
;
Vector3
b
=
mTrans
.
InverseTransformPoint
(
Vector3
.
zero
)
;
MoveRelative
(
a
-
b
)
;
}
public
void
Press
(
bool
pressed
)
{
if
(
smoothDragStart
&&
pressed
)
{
mDragStarted
=
false
;
mDragStartOffset
=
Vector2
.
zero
;
}
if
(
enabled
&&
NGUITools
.
GetActive
(
gameObject
)
)
{
if
(
!
pressed
&&
mDragID
==
UICamera
.
currentTouchID
)
mDragID
=
-
10
;
//mCalculatedBounds = false;
mShouldMove
=
shouldMove
;
if
(
!
mShouldMove
)
return
;
mPressed
=
pressed
;
if
(
pressed
)
{
// Remove all momentum on press
mMomentum
=
Vector3
.
zero
;
mScroll
=
0f
;
// Disable the spring movement
DisableSpring
(
)
;
// Remember the hit position
mLastPos
=
UICamera
.
lastHit
.
point
;
// Create the plane to drag along
mPlane
=
new
Plane
(
mTrans
.
rotation *
Vector3
.
back
,
mLastPos
)
;
// Ensure that we're working with whole numbers, keeping everything pixel-perfect
Vector2
co
=
mPanel
.
clipOffset
;
co
.
x
=
Mathf
.
Round
(
co
.
x
)
;
co
.
y
=
Mathf
.
Round
(
co
.
y
)
;
mPanel
.
clipOffset
=
co
;
Vector3
v
=
mTrans
.
localPosition
;
v
.
x
=
Mathf
.
Round
(
v
.
x
)
;
v
.
y
=
Mathf
.
Round
(
v
.
y
)
;
mTrans
.
localPosition
=
v
;
}
else
{
if
(
restrictWithinPanel
&&
mPanel
.
clipping
!=
UIDrawCall
.
Clipping
.
None
&&
dragEffect
==
DragEffect
.
MomentumAndSpring
)
RestrictWithinBounds
(
false
,
canMoveHorizontally
,
canMoveVertically
)
;
if
(
!
smoothDragStart
||
mDragStarted
)
{
if
(
onDragFinished
!=
null
)
onDragFinished
(
)
;
}
}
}
}
public
void
Drag
(
)
{
if
(
enabled
&&
NGUITools
.
GetActive
(
gameObject
)
&&
mShouldMove
)
{
if
(
mDragID
==
-
10
)
mDragID
=
UICamera
.
currentTouchID
;
UICamera
.
currentTouch
.
clickNotification
=
UICamera
.
ClickNotification
.
BasedOnDelta
;
// Prevents the drag "jump". Contributed by 'mixd' from the Tasharen forums.
if
(
smoothDragStart
&&
!
mDragStarted
)
{
mDragStarted
=
true
;
mDragStartOffset
=
UICamera
.
currentTouch
.
totalDelta
;
}
Ray
ray
=
smoothDragStart
?
UICamera
.
currentCamera
.
ScreenPointToRay
(
UICamera
.
currentTouch
.
pos
-
mDragStartOffset
)
:
UICamera
.
currentCamera
.
ScreenPointToRay
(
UICamera
.
currentTouch
.
pos
)
;
float
dist
=
0f
;
if
(
mPlane
.
Raycast
(
ray
,
out
dist
)
)
{
Vector3
currentPos
=
ray
.
GetPoint
(
dist
)
;
Vector3
offset
=
currentPos
-
mLastPos
;
mLastPos
=
currentPos
;
if
(
offset
.
x
!=
0f
||
offset
.
y
!=
0f
)
{
offset
=
mTrans
.
InverseTransformDirection
(
offset
)
;
if
(
movement
==
Movement
.
Horizontal
)
{
offset
.
y
=
0f
;
offset
.
z
=
0f
;
}
else
if
(
movement
==
Movement
.
Vertical
)
{
offset
.
x
=
0f
;
offset
.
z
=
0f
;
}
else
if
(
movement
==
Movement
.
Unrestricted
)
{
offset
.
z
=
0f
;
}
else
{
offset
.
Scale
(
(
Vector3
)
customMovement
)
;
}
offset
=
mTrans
.
TransformDirection
(
offset
)
;
}
// Adjust the momentum
mMomentum
=
Vector3
.
Lerp
(
mMomentum
,
mMomentum
+
offset *
(
0.01f
*
momentumAmount
)
,
0.67f
)
;
// Move the scroll view
if
(
!
iOSDragEmulation
)
{
MoveAbsolute
(
offset
)
;
}
else
{
Vector3
constraint
=
mPanel
.
CalculateConstrainOffset
(
bounds
.
min
,
bounds
.
max
)
;
if
(
constraint
.
magnitude
>
1f
)
{
MoveAbsolute
(
offset *
0.5f
)
;
mMomentum *
=
0.5f
;
}
else
{
MoveAbsolute
(
offset
)
;
}
}
// We want to constrain the UI to be within bounds
if
(
restrictWithinPanel
&&
mPanel
.
clipping
!=
UIDrawCall
.
Clipping
.
None
&&
dragEffect
!=
DragEffect
.
MomentumAndSpring
)
{
RestrictWithinBounds
(
true
,
canMoveHorizontally
,
canMoveVertically
)
;
}
}
}
}
public
void
Scroll
(
float
delta
)
{
if
(
enabled
&&
NGUITools
.
GetActive
(
gameObject
)
&&
scrollWheelFactor
!=
0f
)
{
DisableSpring
(
)
;
mShouldMove
=
shouldMove
;
if
(
Mathf
.
Sign
(
mScroll
)
!=
Mathf
.
Sign
(
delta
)
)
mScroll
=
0f
;
mScroll
+=
delta *
scrollWheelFactor
;
}
}
void
LateUpdate
(
)
{
if
(
!
Application
.
isPlaying
)
return
;
float
delta
=
RealTime
.
deltaTime
;
// Fade the scroll bars if needed
if
(
showScrollBars
!=
ShowCondition
.
Always
)
{
bool
vertical
=
false
;
bool
horizontal
=
false
;
if
(
showScrollBars
!=
ShowCondition
.
WhenDragging
||
mDragID
!=
-
10
||
mMomentum
.
magnitude
>
0.01f
)
{
vertical
=
shouldMoveVertically
;
horizontal
=
shouldMoveHorizontally
;
}
if
(
verticalScrollBar
)
{
float
alpha
=
verticalScrollBar
.
alpha
;
alpha
+=
vertical
?
delta *
6f
:
-
delta *
3f
;
alpha
=
Mathf
.
Clamp01
(
alpha
)
;
if
(
verticalScrollBar
.
alpha
!=
alpha
)
verticalScrollBar
.
alpha
=
alpha
;
}
if
(
horizontalScrollBar
)
{
float
alpha
=
horizontalScrollBar
.
alpha
;
alpha
+=
horizontal
?
delta *
6f
:
-
delta *
3f
;
alpha
=
Mathf
.
Clamp01
(
alpha
)
;
if
(
horizontalScrollBar
.
alpha
!=
alpha
)
horizontalScrollBar
.
alpha
=
alpha
;
}
}
// Apply momentum
if
(
mShouldMove
&&
!
mPressed
)
{
if
(
movement
==
Movement
.
Horizontal
||
movement
==
Movement
.
Unrestricted
)
{
mMomentum
-=
mTrans
.
TransformDirection
(
new
Vector3
(
mScroll *
0.05f
,
0f
,
0f
)
)
;
}
else
if
(
movement
==
Movement
.
Vertical
)
{
mMomentum
-=
mTrans
.
TransformDirection
(
new
Vector3
(
0f
,
mScroll *
0.05f
,
0f
)
)
;
}
else
{
mMomentum
-=
mTrans
.
TransformDirection
(
new
Vector3
(
mScroll *
customMovement
.
x *
0.05f
,
mScroll *
customMovement
.
y *
0.05f
,
0f
)
)
;
}
if
(
mMomentum
.
magnitude
>
0.0001f
)
{
mScroll
=
NGUIMath
.
SpringLerp
(
mScroll
,
0f
,
20f
,
delta
)
;
// Move the scroll view
Vector3
offset
=
NGUIMath
.
SpringDampen
(
ref
mMomentum
,
9f
,
delta
)
;
MoveAbsolute
(
offset
)
;
// Restrict the contents to be within the scroll view's bounds
if
(
restrictWithinPanel
&&
mPanel
.
clipping
!=
UIDrawCall
.
Clipping
.
None
)
RestrictWithinBounds
(
false
,
canMoveHorizontally
,
canMoveVertically
)
;
if
(
mMomentum
.
magnitude
<
0.0001f
&&
onDragFinished
!=
null
)
onDragFinished
(
)
;
return
;
}
else
{
mScroll
=
0f
;
mMomentum
=
Vector3
.
zero
;
}
}
else
mScroll
=
0f
;
// Dampen the momentum
NGUIMath
.
SpringDampen
(
ref
mMomentum
,
9f
,
delta
)
;
}
#if UNITY_EDITOR
/// <summary>
/// Draw a visible orange outline of the bounds.
/// </summary>
void
OnDrawGizmos
(
)
{
if
(
mPanel
!=
null
)
{
Bounds
b
=
bounds
;
Gizmos
.
matrix
=
transform
.
localToWorldMatrix
;
Gizmos
.
color
=
new
Color
(
1f
,
0.4f
,
0f
)
;
Gizmos
.
DrawWireCube
(
new
Vector3
(
b
.
center
.
x
,
b
.
center
.
y
,
b
.
min
.
z
)
,
new
Vector3
(
b
.
size
.
x
,
b
.
size
.
y
,
0f
)
)
;
}
}
#endif
}
|
CustomDragScrollView.cs
C#
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|
using
UnityEngine
;
using
System
.
Collections
;
/// <summary>
/// 子类拖到处理类
/// </summary>
public
class
CustomDragScrollView
:
MonoBehaviour
{
public
CustomScrollView
scrollView
;
[
HideInInspector
]
[
SerializeField
]
CustomScrollView
draggablePanel
;
Transform
mTrans
;
CustomScrollView
mScroll
;
bool
mAutoFind
=
false
;
void
OnEnable
(
)
{
mTrans
=
transform
;
if
(
scrollView
==
null
&&
draggablePanel
!=
null
)
{
scrollView
=
draggablePanel
;
draggablePanel
=
null
;
}
FindScrollView
(
)
;
}
void
FindScrollView
(
)
{
CustomScrollView
sv
=
NGUITools
.
FindInParents
<
CustomScrollView
>
(
mTrans
)
;
if
(
scrollView
==
null
)
{
scrollView
=
sv
;
mAutoFind
=
true
;
}
else
if
(
scrollView
==
sv
)
{
mAutoFind
=
true
;
}
mScroll
=
scrollView
;
}
void
Start
(
)
{
FindScrollView
(
)
;
}
void
OnPress
(
bool
pressed
)
{
if
(
mAutoFind
&&
mScroll
!=
scrollView
)
{
mScroll
=
scrollView
;
mAutoFind
=
false
;
}
if
(
scrollView
&&
enabled
&&
NGUITools
.
GetActive
(
gameObject
)
)
{
scrollView
.
Press
(
pressed
)
;
if
(
!
pressed
&&
mAutoFind
)
{
scrollView
=
NGUITools
.
FindInParents
<
CustomScrollView
>
(
mTrans
)
;
mScroll
=
scrollView
;
}
}
}
void
OnDrag
(
Vector2
delta
)
{
if
(
scrollView
&&
NGUITools
.
GetActive
(
this
)
)
scrollView
.
Drag
(
)
;
}
void
OnScroll
(
float
delta
)
{
if
(
scrollView
&&
NGUITools
.
GetActive
(
this
)
)
scrollView
.
Scroll
(
delta
)
;
}
}
|