Unity UGUI实现滑动翻页效果
参考连接:https://blog.csdn.net/weixin_41814169/article/details/88890650今天做一个滑动翻页效果,便用上面连接的轮子做滑动翻页效果,但是这个滑动翻页效果只支持滑动,不支持设置index之后滑动过去,故做了修改以支持idnex滑动翻页效果~
顺便记录一下~
注意:
SetIndexMove(int index) 这个方法便是设置index滑动
using UnityEngine;using System.Collections;using UnityEngine.UI;using System.Collections.Generic;using UnityEngine.EventSystems;using System; public class PageView : MonoBehaviour, IBeginDragHandler, IEndDragHandler { ScrollRect rect; //滑动组件 //public ScrollRect rect2; //滑动组件2 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 private int currentPageIndex = -1; public Action<int> OnPageChanged; private bool stopMove = true; public float smooting = 4; //滑动速度 public float sensitivity = 0; private float startTime; private float startDragHorizontal; bool isInit = false; public void Init() { // rect = rect2; rect = transform.GetComponent<ScrollRect>(); // rect2 = transform.GetComponent<ScrollRect>(); float horizontalLength = rect.content.rect.width - GetComponent<RectTransform>().rect.width; //float horizontalLength2 = rect2.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); isInit = true; } void Update() { if (isInit) { if (!isDrag && !stopMove) { startTime += Time.deltaTime; float t = startTime * smooting; rect.horizontalNormalizedPosition = Mathf.Lerp(rect.horizontalNormalizedPosition, targethorizontal, t); // rect2.horizontalNormalizedPosition = Mathf.Lerp(rect2.horizontalNormalizedPosition, targethorizontal, t); if (t >= 1) stopMove = true; } } } public void pageTo(int index) { if (!isInit) return; if (index >= 0 && index < posList.Count) { rect.horizontalNormalizedPosition = posList; SetPageIndex(index); } else { Debug.LogWarning("页码不存在"); } } private void SetPageIndex(int index) { if (!isInit) return; if (currentPageIndex != index) { currentPageIndex = index; if (OnPageChanged != null) OnPageChanged(index); } } public void OnBeginDrag(PointerEventData eventData) { if (!isInit) return; isDrag = true; startDragHorizontal = rect.horizontalNormalizedPosition; // startDragHorizontal = rect2.horizontalNormalizedPosition; } public void OnEndDrag(PointerEventData eventData) { if (!isInit) return; float posX = rect.horizontalNormalizedPosition; posX += ((posX - startDragHorizontal) * sensitivity); posX = posX < 1 ? posX : 1; posX = posX > 0 ? posX : 0; int index = 0; float offset = Mathf.Abs(posList - posX); for (int i = 1; i < posList.Count; i++) { float temp = Mathf.Abs(posList - posX); if (temp < offset) { index = i; offset = temp; } } SetPageIndex(index); targethorizontal = posList; //设置当前坐标,更新函数进行插值 isDrag = false; startTime = 0; stopMove = false; } public void SetIndexMove(int index) { if (index < 0) { index = index < 0 ? posList.Count - 1 : index; } else if (index >= posList.Count) { index = index >= posList.Count ? 0 : index; } SetPageIndex(index); targethorizontal = posList; //设置当前坐标,更新函数进行插值 startTime = 0; stopMove = false; } }
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