在游戏开发中经常遇到滚动显示的数据,特别是商店商品 排行榜 .......等数据很多,每一条数据去加载一个UI来显示显然对内存浪费很大,这种情况处理一般就是用几个显示条可滚动循环显示无限数据条。本篇介绍实现过程和大体思路以及可重用的滑动脚本InfinityGridLayoutGroup和MarketLayoutGroup数据管理刷新脚本。MarketElement类要看具体项目中具体数据结构来设计;仅供参考。
一 .总体流程
建一个循环滑动脚本 InfinityGridLayoutGroup类并且有删除刷新功能;
一个数据管理刷新脚本如:MarketLayoutGroup(商店市场数据刷新管理器),继承InfinityGridLayoutGroup类 并且在滑动 的时候给每条数据对象赋值显示;
一个单数据对象MarketElement;
一个UI 用于显示滑动;
1 .InfinityGridLayoutGroup类:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 | using UnityEngine; using System.Collections; using UnityEngine.UI; using System.Collections.Generic; [RequireComponent( typeof (GridLayoutGroup))] [RequireComponent( typeof (ContentSizeFitter))] public class InfinityGridLayoutGroup : MonoBehaviour { public int minAmount = 0; //实现无限滚动,需要的最少的child数量。屏幕上能看到的+一行看不到的,比如我在屏幕上能看到 2 行,每一行 2 个。则这个值为 2行*2个 + 1 行* 2个 = 6个。 public bool changePanel = false ; //切换面板 public bool up = false ; RectTransform rectTransform; GridLayoutGroup gridLayoutGroup; ContentSizeFitter contentSizeFitter; ScrollRect scrollRect; List<RectTransform> children = new List<RectTransform>(); Vector2 startPosition; public int amount = 0; public delegate void UpdateChildrenCallbackDelegate( int index, Transform trans); public UpdateChildrenCallbackDelegate updateChildrenCallback = null ; public int realIndex = -1; int realIndexUp = -1; //从下往上; #region // 改动 Vector2 gridLayoutSizeLast; Vector2 gridLayoutPosLast; Vector2 currentPos; #endregion public bool hasInit = false ; Vector2 gridLayoutSize; Vector2 gridLayoutPos; Dictionary<Transform, Vector2> childsAnchoredPosition = new Dictionary<Transform, Vector2>(); Dictionary<Transform, int > childsSiblingIndex = new Dictionary<Transform, int >(); // Use this for initialization void Start() { StartCoroutine(InitChildren()); } IEnumerator InitChildren() { yield return 0; // Debug.Log("hasInit" + hasInit); minAmount = transform.childCount; if (!hasInit) { //childsAnchoredPosition.Clear(); //获取Grid的宽度; rectTransform = GetComponent<RectTransform>(); gridLayoutGroup = GetComponent<GridLayoutGroup>(); gridLayoutGroup.enabled = false ; contentSizeFitter = GetComponent<ContentSizeFitter>(); contentSizeFitter.enabled = false ; gridLayoutSizeLast = rectTransform.sizeDelta; gridLayoutPos = rectTransform.anchoredPosition; gridLayoutSize = rectTransform.sizeDelta; // Debug.Log("<Color=Red>children</Color>---" + children.Count + "realIndex---" + realIndex); //注册ScrollRect滚动回调; scrollRect = transform.parent.GetComponent<ScrollRect>(); scrollRect.onValueChanged.AddListener((data) => { ScrollCallback(data); }); //获取所有child anchoredPosition 以及 SiblingIndex; for ( int index = 0; index < transform.childCount; index++) { Transform child = transform.GetChild(index); RectTransform childRectTrans = child.GetComponent<RectTransform>(); childsAnchoredPosition.Add(child, childRectTrans.anchoredPosition); childsSiblingIndex.Add(child, child.GetSiblingIndex()); } //Debug.Log("<Color=Blue>children</Color>---" + children.Count + "realIndex---" + realIndex); } else { //Debug.Log("gridLayoutPosLast--" + gridLayoutSizeLast.y); rectTransform.anchoredPosition = new Vector2(gridLayoutPos.x, Vector2.zero.y); // Debug.Log("current--" + currentPos.y); rectTransform.sizeDelta = gridLayoutSize; gridLayoutSizeLast = rectTransform.sizeDelta; // Debug.Log("rectTransform.sizeDelta--" + rectTransform.sizeDelta.y); children.Clear(); realIndex = -1; realIndexUp = -1; //children重新设置上下顺序; foreach (var info in childsSiblingIndex) { info.Key.SetSiblingIndex(info.Value); } //children重新设置anchoredPosition; for ( int index = 0; index < transform.childCount; index++) { Transform child = transform.GetChild(index); RectTransform childRectTrans = child.GetComponent<RectTransform>(); if (childsAnchoredPosition.ContainsKey(child)) { childRectTrans.anchoredPosition = childsAnchoredPosition[child]; } else { Debug.LogError( "childsAnchoredPosition no contain " + child.name); } } } //获取所有child; for ( int index = 0; index < transform.childCount; index++) { Transform trans = transform.GetChild(index); trans.gameObject.SetActive( true ); children.Add(transform.GetChild(index).GetComponent<RectTransform>()); //初始化前面几个; UpdateChildrenCallback(children.Count - 1, transform.GetChild(index)); } startPosition = rectTransform.anchoredPosition; // Debug.Log("<Color=Red>children</Color>---"+ children.Count+ "realIndex---"+ realIndex); realIndex = children.Count - 1; ShowElement(realIndex); //Debug.Log( scrollRect.transform.TransformPoint(Vector3.zero)); // Debug.Log(transform.TransformPoint(children[0].localPosition)); hasInit = true ; //如果需要显示的个数小于设定的个数; for ( int index = 0; index < minAmount; index++) { children[index].gameObject.SetActive(index < amount); } if (gridLayoutGroup.constraint == GridLayoutGroup.Constraint.FixedColumnCount) { //如果小了一行,则需要把GridLayout的高度减去一行的高度; int row = (minAmount - amount) / gridLayoutGroup.constraintCount; if (row > 0) { rectTransform.sizeDelta -= new Vector2(0, (gridLayoutGroup.cellSize.y + gridLayoutGroup.spacing.y) * row); } } else { //如果小了一列,则需要把GridLayout的宽度减去一列的宽度; int column = (minAmount - amount) / gridLayoutGroup.constraintCount; if (column > 0) { rectTransform.sizeDelta -= new Vector2((gridLayoutGroup.cellSize.x + gridLayoutGroup.spacing.x) * column, 0); } } //if (amount <= minAmount) // scrollRect.enabled = false; //else // scrollRect.enabled = true; } void ScrollCallback(Vector2 data) { UpdateChildren(); } void UpdateChildren() { // Debug.Log("当前位置"); if (transform.childCount < minAmount) { return ; } // Debug.Log("当前位置" + rectTransform.anchoredPosition.y + "startPosition.y" + startPosition.y); currentPos = rectTransform.anchoredPosition; //Vector2 currentPos = rectTransform.anchoredPosition; if (gridLayoutGroup.constraint == GridLayoutGroup.Constraint.FixedColumnCount) { float offsetY = currentPos.y - startPosition.y; if (offsetY > 0) { //向上拉,向下扩展; { if (realIndex >= amount - 1) { startPosition = currentPos; return ; } up = false ; float scrollRectUp = scrollRect.transform.TransformPoint(Vector3.zero).y; Vector3 childBottomLeft = new Vector3(children[0].anchoredPosition.x, children[0].anchoredPosition.y - gridLayoutGroup.spacing.y - gridLayoutGroup.cellSize.y * 0.5f, 0f); //gridLayoutGroup.cellSize.y float childBottom = transform.TransformPoint(childBottomLeft).y; if (childBottom >= scrollRectUp) { Debug.Log( "childBottom >= scrollRectUp" ); //移动到底部; for ( int index = 0; index < gridLayoutGroup.constraintCount; index++) { children[index].SetAsLastSibling(); children[index].anchoredPosition = new Vector2(children[index].anchoredPosition.x, children[children.Count - 1].anchoredPosition.y - gridLayoutGroup.cellSize.y - gridLayoutGroup.spacing.y); realIndex++; if (realIndex > amount - 1) { children[index].gameObject.SetActive( false ); } else { UpdateChildrenCallback(realIndex, children[index]); } } ShowElement(realIndex); //GridLayoutGroup 底部加长; rectTransform.sizeDelta += new Vector2(0, gridLayoutGroup.cellSize.y + gridLayoutGroup.spacing.y); gridLayoutSizeLast = rectTransform.sizeDelta; // Debug.Log("<Color=Red>gridLayoutSizeLast.y</Color>" + gridLayoutSizeLast.y); //更新child; for ( int index = 0; index < children.Count; index++) { children[index] = transform.GetChild(index).GetComponent<RectTransform>(); } } // Debug.Log("realIndex向上--" + realIndex); } } else { //Debug.Log("Drag Down"); //向下拉,下面收缩; if (realIndex + 1 <= children.Count) { startPosition = currentPos; return ; } RectTransform scrollRectTransform = scrollRect.GetComponent<RectTransform>(); Vector3 scrollRectAnchorBottom = new Vector3(0, -scrollRectTransform.rect.height - gridLayoutGroup.spacing.y, 0f); //- gridLayoutGroup.spacing.y float scrollRectBottom = scrollRect.transform.TransformPoint(scrollRectAnchorBottom).y; Vector3 childUpLeft = new Vector3(children[children.Count - 1].anchoredPosition.x, children[children.Count - 1].anchoredPosition.y + gridLayoutGroup.spacing.y * minAmount, 0f); //gridLayoutGroup.spacing.y realIndex-minAmount+1 float childUp = transform.TransformPoint(childUpLeft).y; //Debug.Log("childUp----" + childUp + "scrollRectBottom---" + scrollRectBottom); if (childUp < scrollRectBottom) { //Debug.Log("childUp < scrollRectBottom"); up = true ; //把底部的一行 移动到顶部 for ( int index = 0; index < gridLayoutGroup.constraintCount; index++) { children[children.Count - 1 - index].SetAsFirstSibling(); children[children.Count - 1 - index].anchoredPosition = new Vector2(children[children.Count - 1 - index].anchoredPosition.x, children[0].anchoredPosition.y + gridLayoutGroup.cellSize.y + gridLayoutGroup.spacing.y); children[children.Count - 1 - index].gameObject.SetActive( true ); UpdateChildrenCallback(realIndex - children.Count - index, children[children.Count - 1 - index]); } realIndex -= gridLayoutGroup.constraintCount; ShowElement(realIndex); //GridLayoutGroup 底部缩短; //rectTransform.anchoredPosition = gridLayoutPos; rectTransform.sizeDelta -= new Vector2(0, gridLayoutGroup.cellSize.y + gridLayoutGroup.spacing.y); gridLayoutSizeLast = rectTransform.sizeDelta; //Debug.Log("<Color=Red>gridLayoutSizeLast.y</Color>" + gridLayoutSizeLast.y); //更新child; for ( int index = 0; index < children.Count; index++) { children[index] = transform.GetChild(index).GetComponent<RectTransform>(); } } // Debug.Log("realIndex向下--" + realIndex); } } #region 左右滑动 else { float offsetX = currentPos.x - startPosition.x; if (offsetX < 0) { //向左拉,向右扩展; { if (realIndex >= amount - 1) { startPosition = currentPos; return ; } float scrollRectLeft = scrollRect.transform.TransformPoint(Vector3.zero).x; Vector3 childBottomRight = new Vector3(children[0].anchoredPosition.x + gridLayoutGroup.cellSize.x, children[0].anchoredPosition.y, 0f); float childRight = transform.TransformPoint(childBottomRight).x; // Debug.LogError("childRight=" + childRight); if (childRight <= scrollRectLeft) { //Debug.Log("childRight <= scrollRectLeft"); //移动到右边; for ( int index = 0; index < gridLayoutGroup.constraintCount; index++) { children[index].SetAsLastSibling(); children[index].anchoredPosition = new Vector2(children[children.Count - 1].anchoredPosition.x + gridLayoutGroup.cellSize.x + gridLayoutGroup.spacing.x, children[index].anchoredPosition.y); realIndex++; if (realIndex > amount - 1) { children[index].gameObject.SetActive( false ); } else { UpdateChildrenCallback(realIndex, children[index]); } } if (realIndex >= 7) //GridLayoutGroup 右侧加长; rectTransform.sizeDelta += new Vector2(gridLayoutGroup.cellSize.x + gridLayoutGroup.spacing.x, 0); //更新child; for ( int index = 0; index < children.Count; index++) { children[index] = transform.GetChild(index).GetComponent<RectTransform>(); } } } } else { //Debug.Log("Drag Down"); //向右拉,右边收缩; if (realIndex + 1 <= children.Count) { startPosition = currentPos; return ; } RectTransform scrollRectTransform = scrollRect.GetComponent<RectTransform>(); Vector3 scrollRectAnchorRight = new Vector3(scrollRectTransform.rect.width + gridLayoutGroup.spacing.x, 0, 0f); float scrollRectRight = scrollRect.transform.TransformPoint(scrollRectAnchorRight).x; Vector3 childUpLeft = new Vector3(children[children.Count - 1].anchoredPosition.x, children[children.Count - 1].anchoredPosition.y, 0f); float childLeft = transform.TransformPoint(childUpLeft).x; if (childLeft >= scrollRectRight) { //Debug.LogError("childLeft > scrollRectRight"); //把右边的一行 移动到左边; for ( int index = 0; index < gridLayoutGroup.constraintCount; index++) { children[children.Count - 1 - index].SetAsFirstSibling(); children[children.Count - 1 - index].anchoredPosition = new Vector2(children[0].anchoredPosition.x - gridLayoutGroup.cellSize.x - gridLayoutGroup.spacing.x, children[children.Count - 1 - index].anchoredPosition.y); children[children.Count - 1 - index].gameObject.SetActive( true ); UpdateChildrenCallback(realIndex - children.Count - index, children[children.Count - 1 - index]); } //GridLayoutGroup 右侧缩短; rectTransform.sizeDelta -= new Vector2(gridLayoutGroup.cellSize.x + gridLayoutGroup.spacing.x, 0); //更新child; for ( int index = 0; index < children.Count; index++) { children[index] = transform.GetChild(index).GetComponent<RectTransform>(); } realIndex -= gridLayoutGroup.constraintCount; } #endregion } } // Debug.Log("realIndex--" + realIndex); //Debug.Log("currentPos.y--" + currentPos.y + "rectTransform.sizeDelta---" + rectTransform.sizeDelta.y); startPosition = currentPos; gridLayoutPosLast = currentPos; } void UpdateChildrenCallback( int index, Transform trans) { if (updateChildrenCallback != null ) { updateChildrenCallback(index, trans); } } public virtual void ShowElement( int endIndex) { } /// <summary> /// 设置总的个数; /// </summary> /// <param name="count"></param> public void SetAmount( int count) { amount = count; //如果切换面板 if (!changePanel) { //hasInit = false; StartCoroutine(InitChildren()); changePanel = true ; } else { // Debug.Log("currentPos.y--" + currentPos.y); if (currentPos.y > 10) { 如果需要显示的个数小于设定的个数; //Debug.Log("minAmount--"+minAmount); for ( int index = 0; index < minAmount; index++) { children[index].gameObject.SetActive(index < amount); } //删除操作 if (GameInstance.isDecrase) { if (realIndex > minAmount - 1) { realIndex--; //把底部的一行 移动到顶部 for ( int index = 0; index < gridLayoutGroup.constraintCount; index++) { children[children.Count - 1 - index].SetAsFirstSibling(); children[children.Count - 1 - index].anchoredPosition = new Vector2(children[children.Count - 1 - index].anchoredPosition.x, children[0].anchoredPosition.y + gridLayoutGroup.cellSize.y + gridLayoutGroup.spacing.y); children[children.Count - 1 - index].gameObject.SetActive( true ); UpdateChildrenCallback(realIndex - children.Count - index, children[children.Count - 1 - index]); } //更新child; for ( int index = 0; index < children.Count; index++) { children[index] = transform.GetChild(index).GetComponent<RectTransform>(); } } GameInstance.isDecrase = false ; //GameInstance类中bool变量控制条目删除的刷新使用 currentPos = new Vector2(currentPos.x, currentPos.y - gridLayoutGroup.cellSize.y - gridLayoutGroup.spacing.y); if (realIndex > minAmount - 1) { gridLayoutSizeLast = new Vector2(gridLayoutSizeLast.x, gridLayoutSizeLast.y - gridLayoutGroup.cellSize.y - gridLayoutGroup.spacing.y); } else rectTransform.anchoredPosition = currentPos; } else rectTransform.anchoredPosition = currentPos; rectTransform.sizeDelta = gridLayoutSizeLast; rectTransform.anchoredPosition = new Vector2(currentPos.x, currentPos.y); startPosition = rectTransform.anchoredPosition; ShowElement(realIndex); } else { StartCoroutine(InitChildren()); } } } } |
2.MarketLayoutGroup类:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 | using System.Collections; using System.Collections.Generic; using UnityEngine; public class MarketLayoutGroup : InfinityGridLayoutGroup { bool isNotOutRange = false ; //商店市场的可买的商品集合 private List<MarketGood> marketGoods; //可出售到商店的商品集合 public List<SealGood> marketSeal; //可要在商店加工的商品集合 private List<ExchangeGood> marketMake; //重写父类的调用循环刷新显示 public override void ShowElement( int endIndex) { //获取商店窗体对象 MarketActivity market = MainPanelContrller.Instance.presenter.MarketWindowsActivity[0] as MarketActivity; //判断当前窗体默认开启的类型是否是可买的商品集合 if (market.current == CurrentPanel.Image_Buy) { //获取可买商品的数据( GameInstance全局数据储存脚本) marketGoods = GameInstance.marketGoods; //判断商品数 amount = marketGoods.Count; //Debug.Log ("marketGoods--"+marketGoods.Count); //endIndex为可见ui的最大下标 isNotOutRange = endIndex < marketGoods.Count ? true : false ; //遍历ui对象数目 判断每一条ui应该显示的数据 并调用MarketElement赋值显示。 for ( int i = 0; i < transform.childCount; i++) { //获取ui显示对象 MarketElement presenter = transform.GetChild(i).GetComponent<MarketElement>(); //判断并且赋值显示 if (isNotOutRange) { //presenter.name.text = myGoodList[endIndex - minAmount + 1 + i].name; presenter.SetData(marketGoods[endIndex - minAmount + 1 + i]); } else { if (endIndex - minAmount + 1 + i < marketGoods.Count) { presenter.SetData(marketGoods[endIndex - minAmount + 1 + i]); } else { MarketGood good = new MarketGood(); presenter.SetData(good); } } } } else if (market.current == CurrentPanel.Image_Seal) { if (GameInstance.marketSeals == null ) return ; //Debug.Log("GameInstance.marketSeals" + GameInstance.marketSeals.Count); // Debug.Log("marketSeal" + marketSeal); marketSeal = GameInstance.marketSeals; amount = marketSeal.Count; isNotOutRange = endIndex < marketSeal.Count ? true : false ; for ( int i = 0; i < transform.childCount; i++) { ElementSeal presenter = transform.GetChild(i).GetComponent<ElementSeal>(); if (isNotOutRange) { //Debug.Log("endIndex+" + endIndex); //Debug.Log(endIndex - minAmount + 1 + i); //presenter.name.text = myGoodList[endIndex - minAmount + 1 + i].name; presenter.SetData(marketSeal[endIndex - minAmount + 1 + i]); } else { // Debug.Log(endIndex - minAmount + 1 + i); if (endIndex - minAmount + 1 + i < marketSeal.Count) { presenter.SetData(marketSeal[endIndex - minAmount + 1 + i]); } else { SealGood _good = new SealGood(); presenter.SetData(_good); } } } } else { //Debug.Log("当前所在条数--" + realIndex); //加工 marketMake = GameInstance.marketMakes; amount = marketMake.Count; isNotOutRange = endIndex < marketMake.Count ? true : false ; for ( int i = 0; i < transform.childCount; i++) { MarketElement presenter = transform.GetChild(i).GetComponent<MarketElement>(); if (isNotOutRange) { //presenter.name.text = myGoodList[endIndex - minAmount + 1 + i].name; presenter.SetData(marketMake[endIndex - minAmount + 1 + i]); } else { //Debug.Log ("marketGoods---"+marketGoods); if (endIndex - minAmount + 1 + i < marketMake.Count) { presenter.SetData(marketMake[endIndex - minAmount + 1 + i]); } else { ExchangeGood good = new ExchangeGood(); presenter.SetData(good); } } } } } } |
3.UI对象父类MarketElement:
1 2 3 4 5 6 7 8 9 10 11 12 | using System.Collections; using System.Collections.Generic; using UnityEngine; public class MarketElement : MonoBehaviour { public virtual void SetData(ExchangeGood good) { } public virtual void SetData(MarketGood good) { } public virtual void SetData(SealGood good) { } public virtual void SetData() { } } |
实现类:ElementMarket
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 | using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class ElementMarket : MarketElement { private MarketGood _goodData; [Header( "物品框父物体" )] public Image good_BG; public Text price; public Text num; public Text name; public Text nameGoods; public Button buy; LocalizeData xml_data = new LocalizeData(); string config = LocalizeManager.Instance.GetCurrentLanguage(); public override void SetData(MarketGood good) { base .SetData(good); if (good.goodsId == 0) return ; _goodData = good; if (MainPanelContrller.Instance.openStyle == OpenMarketStyle.Skill) { GoodsInfoData myGood = new GoodsInfoData(); GameManager.Instance.allXmlData.GetXmlData<GoodsInfoData>(ConfigFilesName.GOODS_CONFIG, good.goodsId, ref myGood); good_BG.transform.GetChild(0).GetComponent<Image>().sprite = SpriteManager.LoadAtlasSprite( "Sprite/Item" , "Item_" + myGood.Icon); price.text = "x" + good.price.ToString(); nameGoods.text = myGood.Name; // num.text = "x" + good.num; // int trend = good.price - good.lastPrice; //使用描述 name.text = myGood.Description; //物品描述 num.text = myGood.Description_2; } else { //员外的 } } void OnEnable() { buy.onClick.AddListener(BuyBtn); } void OnDisable() { buy.onClick.RemoveAllListeners(); } /// <summary> /// 打开购买二级界面 /// </summary> void BuyBtn() { Debug.Log( "购买了资源商店:" + _goodData.goodsId + " 物品" ); this .gameObject.transform.parent.GetComponent<MarketLayoutGroup>().changePanel = true ; Bundle bundle = new Bundle(); bundle.PutObject( "marketGood" , _goodData); MainPanelContrller.Instance.presenter.MarketWindowsActivity[0].manager.PushWindow( typeof (BuyActivity), bundle); } } |
4.UI:
滑动总UI scrollrect
滑动组件Grid MarketLayerGourp
滑动条 ElementMarket:
Ok 介绍到这里:ElementMarket 根据具体项目的数据 进行调整,其他两项都可以重用。
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