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2021
11-16

Unity ScrollView实现无限循环效果

本文实例为大家分享了Unity ScrollView实现无限循环效果的具体代码,供大家参考,具体内容如下

在Unity引擎中ScrollView组件是一个使用率比较高的组件,该组件能上下或者左右拖动的UI列表,背包、展示多个按钮等情况的时候会用到,在做排行榜类似界面时,item非常多,可能有几百个,一次创建这么多GameObject是非常卡的。为此,使用只创建可视区一共显示的个数,加上后置准备个数。

由于ScrollView有两种滚动方式,水平滚动或者垂直滚动,所以我创建了ScrollBase基类,和HorizontalScroll子类及VerticalScroll子类,在父类中设定了公共的抽象方法OnDrawView—绘制显示区的方法;CreateItem----创建Item的方法;Update----滚动状态下实时更新Item的位置。

ScrollBase基类

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public enum MoveType
{
    UP,
    DOWN,
    LEFT,
    RIGHT,
    STOP
}

public abstract class ScrollBase
{

    public ItemArray<ItemData> items;
    public ScrollViewLoop scrollLoop;
    public float viewHeight;
    public float viewWidth;
    public float contentHeight;
    public float contentWidth;
    public RectTransform rectTransform;
    public ScrollRect scrollRect;
    public MoveType type;

    public float item_width;//每个Item的宽度
    public float item_height;//每个Item的高度
    public int viewNum;//显示区显示的个数
    public int addNum;//后置准备个数
    public int itemNum;//总共需要多少Item的滚动
    public float spaceY;//垂直Item间隔
    public float spaceX;//水平Item间隔

    public ScrollBase(ScrollViewLoop _scrollLoop, bool isCreateItem = true)
    {
        scrollLoop = _scrollLoop;
        rectTransform = scrollLoop.GetComponent<RectTransform>();
        scrollRect = scrollLoop.GetComponent<ScrollRect>();
        if (!scrollRect)
        {
            scrollRect = scrollLoop.gameObject.AddComponent<ScrollRect>();
        }
        item_width = scrollLoop.item_width;
        item_height = scrollLoop.item_height;
        viewNum = scrollLoop.viewNum;
        addNum = scrollLoop.addNum;
        itemNum = scrollLoop.itemNum;
        spaceY = scrollLoop.spaceY;
        spaceX = scrollLoop.spaceX;

        OnDrawView();
        if (isCreateItem)
        {
            CreateItem();
        }

    }

    public abstract void OnDrawView();

    public abstract void CreateItem();

    public abstract void Update();

}

ScrollViewLoop控制类

这个属性类需要挂载在ScrollRect物体身上,然后在面板上进行属性配置

using System.Collections;
using System.Collections.Generic;
using UnityEngine;


public class ItemData
{
    public RectTransform itemRect;
    public int index;
}

public class ScrollViewLoop : MonoBehaviour
{
    public GameObject itemPrefab;
    [Header("每个Item的宽度")]
    public float item_width;
    [Header("每个Item的高度")]
    public float item_height;
    [Header("显示区显示几个Item")]
    public int viewNum = 6;
    [Header("显示区外多复制几个Item")]
    public int addNum = 2;
    [Header("总共需要多少Item")]
    public int itemNum = 100;
    [Header("Item之间的垂直距离")]
    public float spaceY = 2;
    public float spaceX = 2;
    public delegate void ItemChange(ItemData itemData);
    public event ItemChange OnChange;//Item位置改变时调用的事件
    [Header("是否是横向滑动")]
    public bool isHorizontal = false;
    ScrollBase scrollBase;

    void Start()
    {

        if (isHorizontal)
        {
            scrollBase = new HorizontalScroll(this);
        }
        else
        {
            scrollBase = new VerticalScroll(this);
        }

    }

    public void UseOnChange(ItemData itemData)
    {
        OnChange?.Invoke(itemData);
    }
   

    //ScrollRect滚动
    void Update()
    {
        if (scrollBase != null)
        {
            scrollBase.Update();
        }
    }

}

ItemArray

我们实现无限循环的核心思想是,当滚动框向左移动时,就判断左边的第一个Item距离显示框左边框的距离,是否大于Item水平间隔*0.5+Item的宽度,如果大于则把第一个Item放到最后的位置,当滚动框向右移动时就判断右边的Item距离右边框的距离情况,这样我们就可以在显示区域一直看到有Item的规则显示,所以我定制了一个泛型容器类,这个类存放所有的Item信息,当我们取第一个Item时自动把第一个Item放到最后,当我们取最后一个Item时自动把最后的一个Item放到最前面。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

/// <summary>
/// Item集合类
/// </summary>
/// <typeparam name="T"></typeparam>
public class ItemArray<T> where T : ItemData
{
    List<T> list;
    public int count
    {
        get
        {
            return list.Count;
        }
    }

    public ItemArray()
    {
        list = new List<T>();
    }

    public ItemArray(T[] ts)
    {
        if (ts == null)
        {
            return;
        }
        for (int i = 0; i < ts.Length; i++)
        {
            list.Add(ts[i]);
        }
    }

    /// <summary>
    /// 添加一个元素
    /// </summary>
    /// <param name="t"></param>
    public void AddItem(T t)
    {
        list.Add(t);
    }

    public T GetFirst()
    {
        if (list.Count == 0)
        {
            return default(T);
        }
        T t = list[0];
        list.RemoveAt(0);
        t.index = list[list.Count - 1].index + 1;
        list.Add(t);
        return t;
    }

    public T GetLast()
    {
        if (list.Count == 0)
        {
            return default(T);
        }
        T t = list[list.Count - 1];
        list.RemoveAt(list.Count - 1);
        t.index = list[0].index - 1;
        list.Insert(0, t);
        return t;
    }

    public T[] GetArray()
    {
        T[] ts = new T[list.Count];
        for (int i = 0; i < list.Count; i++)
        {
            ts[i] = list[i];
        }
        return ts;
    }

    public T this[int index]
    {
        get
        {
            return list[index];
        }
    }

}

HorizontalScroll子类及VerticalScroll子类

ScrollView无限循环的核心功能代码都在这两个子类中

HorizontalScroll子类

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class HorizontalScroll : ScrollBase
{
    public HorizontalScroll(ScrollViewLoop _scrollLoop, bool isCreateItem = true) : base(_scrollLoop, isCreateItem)
    {
        scrollRect.horizontal = true;
        scrollRect.vertical = false;
    }

    public override void CreateItem()
    {
        items = new ItemArray<ItemData>();
        for (int i = 0; i < viewNum + addNum; i++)
        {
            GameObject item = GameObject.Instantiate(scrollLoop.itemPrefab);
            RectTransform itemRect = item.GetComponent<RectTransform>();
            ItemData data = new ItemData();
            data.itemRect = itemRect;
            data.index = i;
            items.AddItem(data);
            scrollLoop.UseOnChange(data);
            itemRect.sizeDelta = new Vector2(item_width, item_height);
            itemRect.anchorMin = new Vector2(0, 1);
            itemRect.anchorMax = new Vector2(0, 1);
            itemRect.pivot = new Vector2(0, 1);
            itemRect.localScale = Vector2.one;
            item.transform.parent = scrollRect.content;
            item.transform.localPosition = new Vector3(i * (item_width + spaceX), 0, 0);
        }
    }

    void RewindItemPos()
    {
        int index = Mathf.FloorToInt(Mathf.Abs(scrollRect.content.localPosition.x) / (item_width + spaceX));
        for (int i = 0; i < items.count; i++)
        {
            RectTransform itemRect = items[i].itemRect;
            items[i].index = index;
            scrollLoop.UseOnChange(items[i]);
            itemRect.transform.localPosition = new Vector3(items[i].index * (item_width + spaceX), 0, 0);
            index++;
        }
    }


    public override void OnDrawView()
    {
        SetRectTransform(rectTransform);
        rectTransform.sizeDelta = new Vector2(item_width * viewNum + (viewNum - 1) * spaceX, item_height);
        SetRectTransform(scrollRect.viewport);
        viewHeight = scrollLoop.item_height;
        viewWidth = viewNum * item_width + (viewNum - 1) * spaceX;
        scrollRect.viewport.sizeDelta = new Vector2(viewWidth, viewHeight);
        scrollRect.viewport.localPosition = Vector3.zero;
        SetRectTransform(scrollRect.content);
        contentHeight = item_height;
        contentWidth = itemNum * item_width + (itemNum - 1) * spaceX;
        scrollRect.content.sizeDelta = new Vector2(contentWidth, contentHeight);
        scrollRect.content.localPosition = Vector3.zero;
    }

    public void SetRectTransform(RectTransform rect)
    {
        rect.anchorMin = new Vector2(0, 0.5f);
        rect.anchorMax = new Vector2(0, 0.5f);
        rect.pivot = new Vector2(0, 1);
        rect.localScale = Vector2.one;
    }

    float lastX = 0;
    MoveType lastMoveType = MoveType.STOP;
    public override void Update()
    {
        float x = scrollRect.content.localPosition.x;
        if (x > lastX)
        {
            type = MoveType.RIGHT;
        }
        else if (x < lastX)
        {
            type = MoveType.LEFT;
        }
        else
        {
            type = MoveType.STOP;
            if (lastMoveType != type)
            {
                Debug.Log("重置位置");
                RewindItemPos();
            }
        }
        if (type == MoveType.LEFT)//向左滑动
        {
            if (items[items.count - 1].index == itemNum - 1)
            {
                return;
            }
            float firstItemX = items[0].itemRect.localPosition.x;
            if (-x - firstItemX - item_width >= spaceX * 0.5f)
            {
                float lastItemX = items[items.count - 1].itemRect.localPosition.x;
                ItemData firstItem = items.GetFirst();
                firstItem.itemRect.localPosition = new Vector3(lastItemX + spaceX + item_width, 0, 0);
                if (firstItem.index < itemNum)
                {
                    scrollLoop.UseOnChange(firstItem);
                }
            }
        }
        else if (type == MoveType.RIGHT)//向右滑动
        {
            if (items[0].index == 0)
            {
                return;
            }
            float lastItemX = items[items.count - 1].itemRect.localPosition.x;
            if (lastItemX + x - viewWidth >= spaceX * 0.5f)
            {
                float firstItemX = items[0].itemRect.localPosition.x;
                ItemData lastItem = items.GetLast();
                lastItem.itemRect.localPosition = new Vector3(firstItemX - spaceX - item_width, 0, 0);
                if (lastItem.index >= 0)
                {
                    scrollLoop.UseOnChange(lastItem);
                }
            }
        }
        lastMoveType = type;
        lastX = x;
    }
}

VerticalScroll子类

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class VerticalScroll : ScrollBase
{

    public VerticalScroll(ScrollViewLoop _scrollLoop, bool isCreateItem = true) : base(_scrollLoop, isCreateItem)
    {
        scrollRect.horizontal = false;
        scrollRect.vertical = true;
    }

    public override void CreateItem()
    {
        items = new ItemArray<ItemData>();
        for (int i = 0; i < viewNum + addNum; i++)
        {
            GameObject item = GameObject.Instantiate(scrollLoop.itemPrefab);
            RectTransform itemRect = item.GetComponent<RectTransform>();
            ItemData data = new ItemData();
            data.itemRect = itemRect;
            data.index = i;
            items.AddItem(data);
            scrollLoop.UseOnChange(data);
            itemRect.sizeDelta = new Vector2(item_width, item_height);
            itemRect.anchorMin = new Vector2(0, 1);
            itemRect.anchorMax = new Vector2(0, 1);
            itemRect.pivot = new Vector2(0, 1);
            itemRect.localScale = Vector2.one;
            item.transform.parent = scrollRect.content;
            item.transform.localPosition = new Vector3(0, (-i) * (item_height + spaceY), 0);
        }
    }

    void RewindItemPos()
    {
        int index = Mathf.FloorToInt(Mathf.Abs(scrollRect.content.localPosition.y) / (item_height + spaceY));
        for (int i = 0; i < items.count; i++)
        {
            RectTransform itemRect = items[i].itemRect;
            items[i].index = index;
            scrollLoop.UseOnChange(items[i]);
            itemRect.transform.localPosition = new Vector3(0, (-items[i].index) * (item_height + spaceY), 0);
            index++;
        }
    }

    public override void OnDrawView()
    {
        SetRectTransform(rectTransform);
        rectTransform.sizeDelta = new Vector2(item_width, viewNum * item_height + (viewNum - 1) * spaceY);
        SetRectTransform(scrollRect.viewport);
        viewHeight = viewNum * item_height + (viewNum - 1) * spaceY;
        scrollRect.viewport.sizeDelta = new Vector2(item_width, viewHeight);
        scrollRect.viewport.localPosition = Vector3.zero;
        SetRectTransform(scrollRect.content);
        contentHeight = itemNum * item_height + (itemNum - 1) * spaceY;
        scrollRect.content.sizeDelta = new Vector2(item_width, contentHeight);
        scrollRect.content.localPosition = Vector3.zero;
    }

    public void SetRectTransform(RectTransform rect)
    {
        rect.anchorMin = new Vector2(0.5f, 1);
        rect.anchorMax = new Vector2(0.5f, 1);
        rect.pivot = new Vector2(0, 1);
        rect.localScale = Vector2.one;
    }

    float lastY = 0;
    MoveType lastMoveType = MoveType.STOP;
    public override void Update()
    {
        float y = scrollRect.content.localPosition.y;
        if (y > lastY)
        {
            type = MoveType.UP;
        }
        else if (y < lastY)
        {
            type = MoveType.DOWN;
        }
        else
        {
            type = MoveType.STOP;
            if (lastMoveType != type)
            {
                RewindItemPos();
            }
        }
        if (type == MoveType.UP)//向上滑动
        {

            if (items[items.count - 1].index == itemNum - 1)
            {
                return;
            }
            float firstItemY = items[0].itemRect.localPosition.y;
            if (firstItemY - item_height + y >= spaceY * 0.5f)
            {
                float lastItemY = items[items.count - 1].itemRect.localPosition.y;
                ItemData firstItem = items.GetFirst();
                firstItem.itemRect.localPosition = new Vector3(0, lastItemY - spaceY - item_height, 0);
                if (firstItem.index < itemNum)
                {
                    scrollLoop.UseOnChange(firstItem);
                }
            }
        }
        else if (type == MoveType.DOWN)//向下滑动
        {
            if (items[0].index == 0)
            {
                return;
            }
            float lastItemY = items[items.count - 1].itemRect.localPosition.y;
            if (-lastItemY - y - viewHeight >= spaceY * 0.5f)
            {
                float firstItemY = items[0].itemRect.localPosition.y;
                ItemData lastItem = items.GetLast();
                lastItem.itemRect.localPosition = new Vector3(0, firstItemY + spaceY + item_height, 0);
                if (lastItem.index >= 0)
                {
                    scrollLoop.UseOnChange(lastItem);
                }
            }

        }
        lastMoveType = type;
        lastY = y;
    }
}

编辑器拓展

这一步我们进行编辑器的拓展,根据ScrollViewLoop控制类面板上的数据我们在未运行的状态下改变ScrollView的显示区域,这样更利于我们的可视化排版。

using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;

[CustomEditor(typeof(ScrollViewLoop))]
public class ScrollLopEditor : Editor
{
    ScrollViewLoop scrollLoop;
    private RectTransform scrollRectTransfrom;
    private ScrollRect scrollRect;
    private void OnEnable()
    {
        scrollLoop = target as ScrollViewLoop;
        scrollRectTransfrom = scrollLoop.GetComponent<RectTransform>();
        scrollRect = scrollLoop.GetComponent<ScrollRect>();

    }

    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();
        bool isBtn = GUILayout.Button("编辑ScrollView显示区大小");
        if (isBtn)
        {
            if (scrollLoop.isHorizontal)
            {
                ScrollBase scrollBase = new HorizontalScroll(scrollLoop, false);
            }
            else
            {
                ScrollBase scrollBase = new VerticalScroll(scrollLoop, false);
            }
        }
    }


}

测试

测试一下功能效果

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Test : MonoBehaviour
{
    public ScrollViewLoop sl;

    private void Start()
    {
        sl.OnChange += Sl_OnChange;
    }

    //Item位置改变时自动改变Item展示内容
    private void Sl_OnChange(ItemData itemData)
    {
        itemData.itemRect.GetChild(0).GetComponent<Text>().text = "ITEM"+itemData.index;
    }
}

面板显示如下:

运行效果如下(本来想放一段视频的,遗憾的是没能成功操作,尴尬):

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持自学编程网。

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