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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