unity scrollRect实现按页码翻页效果
作者:liu_sanad 时间:2021-10-11 11:52:43
本文实例为大家分享了unity实现按页码翻页效果的具体代码,供大家参考,具体内容如下
用来做背包 商店的按页翻页功能,先上效果图
其中,dragNum 表示的是 如果为3,便是滑动距离超过当前页面宽度的百分之三十位成功
connect表示 scrollRect下connet的大小
然后是函数的初始化方法 这里提供了两个方法 一个是直接提供页数 参数分别代表 总页数,要显示的页数 以及切换到要显示的页数是否播放滑动动画
以及当时用来做背包、商店的方法2
和上面不用的是传入的是物品的数量以及每页显示格子数量的vector2 是否需要改变connect的大小 (需要提前把connect的大小设置为一页的大小)以及打开时显示的页数
思路大致如下 继承 IBeginDragHandler, IEndDragHandler两个接口
在begin时将需要的两个参数 scrollNeedMove 以及scrollTargetValue 置位默认值
在end时计算
具体代码如下
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class ScrollPageTool : MonoBehaviour, IBeginDragHandler, IEndDragHandler
{
public Button pageLastButton;
public Button pageNextButton;
public Text pageNumText;
public GridLayoutGroup itemConnect;
[SerializeField]
private bool buttonPageEnable;
private int m_nowPage;//从0开始
private int m_pageCount;
/// <summary>
/// 滑动距离超过一页的 (m_dragNum*10)% 则滑动成功
/// </summary>
public int m_dragNum;
private float m_pageAreaSize;
private const float SCROLL_SMOOTH_TIME = 0.2F;
private const float SCROLL_MOVE_SPEED = 1F;
private float scrollMoveSpeed = 0f;
private bool scrollNeedMove = false;
private float scrollTargetValue;
public ScrollRect scrollRect;
private bool isRegistEvent = false;
public bool SetButtonStatus
{
set
{
buttonPageEnable = value;
pageLastButton.interactable = buttonPageEnable && pageLastButton.interactable;
pageNextButton.interactable = buttonPageEnable && pageNextButton.interactable;
}
}
public void InitManager(int _allItemNum, Vector2 pageItemSize, bool isNeedChangeSize = true, int pageNum = 0,bool isShowAnim=false)
{
RegistEvent();
int _pageItemNum = (int)(pageItemSize.x * pageItemSize.y);
m_pageCount = (_allItemNum / _pageItemNum) + ((_allItemNum % _pageItemNum == 0) ? 0 : 1);
m_pageAreaSize = 1f / (m_pageCount - 1);
ChangePage(pageNum);
if (isNeedChangeSize)
itemConnect.GetComponent<RectTransform>().sizeDelta = new Vector2((itemConnect.cellSize.x * pageItemSize.x + itemConnect.spacing.x * pageItemSize.x) * m_pageCount,
itemConnect.padding.top + itemConnect.padding.bottom + itemConnect.cellSize.y * pageItemSize.y + (pageItemSize.y - 1) * itemConnect.spacing.y);
}
public void InitManager(int pageNum, int targetPage = 0, bool isShowAnim = false)
{
RegistEvent();
m_pageCount = pageNum;
ChangePage(targetPage, isShowAnim);
}
private void RegistEvent()
{
if (isRegistEvent)
return;
isRegistEvent = true;
if (pageLastButton != null)
pageLastButton.onClick.AddListener(delegate { Paging(-1); });
if (pageNextButton != null)
pageNextButton.onClick.AddListener(delegate { Paging(1); });
}
private void Paging(int num)
{
//maxNum-1,从0开始
num = (num < 0) ? -1 : 1;
int temp = Mathf.Clamp(m_nowPage + num, 0, m_pageCount - 1);
if (m_nowPage == temp)
return;
ChangePage(temp);
}
void Update()
{
ScrollControl();
}
public int GetPageNum { get { return m_nowPage; } }
//按页翻动
private void ScrollControl()
{
if (!scrollNeedMove)
return;
if (Mathf.Abs(scrollRect.horizontalNormalizedPosition - scrollTargetValue) < 0.01f)
{
scrollRect.horizontalNormalizedPosition = scrollTargetValue;
scrollNeedMove = false;
return;
}
scrollRect.horizontalNormalizedPosition = Mathf.SmoothDamp(scrollRect.horizontalNormalizedPosition, scrollTargetValue, ref scrollMoveSpeed, SCROLL_SMOOTH_TIME);
}
public void OnBeginDrag(PointerEventData eventData)
{
scrollNeedMove = false;
scrollTargetValue = 0;
}
public void OnEndDrag(PointerEventData eventData)
{
int tempPage = m_nowPage;
int num=(((scrollRect.horizontalNormalizedPosition - (m_nowPage * m_pageAreaSize))>=0)?1:-1);
if(Mathf.Abs(scrollRect.horizontalNormalizedPosition - (m_nowPage * m_pageAreaSize))>= (m_pageAreaSize / 10f) * m_dragNum)
{
tempPage+=num;
}
ChangePage(tempPage);
}
public void ChangePage(int pageNum, bool isShowAnim = true)
{
if (pageNum >= m_pageCount)
pageNum = m_pageCount - 1;
if (pageNum < 0)
pageNum = 0;
m_nowPage = pageNum;
ChangePageText(pageNum);
if (isShowAnim)
{
scrollTargetValue = m_nowPage * m_pageAreaSize;
scrollNeedMove = true;
scrollMoveSpeed = 0;
}
else
{
scrollRect.horizontalNormalizedPosition = m_nowPage * m_pageAreaSize;
}
ChangePageText(m_nowPage);
}
public void ChangePageText(int num)
{
int maxPageTo0Start = m_pageCount - 1;
m_nowPage = Mathf.Clamp(num, 0, maxPageTo0Start);
if (pageNumText != null)
pageNumText.text = (m_nowPage + 1).ToString() + "/" + m_pageCount.ToString();
//only one page
if (maxPageTo0Start == 0)
{
scrollRect.enabled = false;
pageLastButton.interactable = false;
pageNextButton.interactable = false;
return;
}
else
{
pageLastButton.interactable = true;
pageNextButton.interactable = true;
scrollRect.enabled = true;
}
SetButtonStatus = buttonPageEnable;
if (!buttonPageEnable)
return;
if (m_nowPage == 0 && pageLastButton.interactable)
pageLastButton.interactable = false;
if (m_nowPage >= maxPageTo0Start && pageNextButton.interactable)
pageNextButton.interactable = false;
if (m_nowPage > 0 && (!pageLastButton.interactable))
pageLastButton.interactable = true;
if (m_nowPage < maxPageTo0Start && (!pageNextButton.interactable))
pageNextButton.interactable = true;
}
}
来源:https://blog.csdn.net/liu_sanad/article/details/81131894
标签:unity,翻页
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