[UnityUI]循环滑动列表

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效果图:
这里写图片描述
使用的是UGUI和DOTween
其中比较关键的是循环滑动和层次排序:
1.循环滑动:这里先假设显示五张图片,分别标记为0,1,2,3,4,那么当向左滑动时,序列就变为1,2,3,4,0,这里先保存4的位置,然后从4开始,4的位置和大小向3渐变,3的位置和大小向2渐变,2的位置和大小向1渐变,1的位置和大小向0渐变,0的位置直接变为原来保存的4的位置。也就是说,当向左滑动时,最左端的那张图片特殊处理,其余的向左推进;当向右滑动时,最右端的那张图片特殊处理,其余的向右推进。

2.层次排序:由于使用的是UGUI,UI的排序跟在Hierarchy的位置有关。如果图片缩放得越小,就认为它越远离屏幕,因此就越靠前,会被后面的图片遮住。注意的是在缩放动画播放时,localScale是不确定的,因此要直接将当前位置的下一个位置的localScale传入,从而计算图片的”深度”。还有就是使用SetSiblingIndex时要完全确定好所有图片的排序。

using UnityEngine;  using System.Collections.Generic;  using DG.Tweening;  public class ScrollView : MonoBehaviour {      public int xOffset = 1;//x轴偏移      public int yOffset = 0;//y轴偏移      public float scale = 0.8f;//缩放倍数      public float time = 0.5f;//偏移与缩放动画的播放时间      private int left;//最左端的编号      private int right;//最右端的编号      public int itemAmount = 5;//展示的图片数      public Vector3 middlePos;//最中间的位置      public GameObject itemPrefab;      private GameObject canvas;      private GameObject[] sortArray;      private List<GameObject> list = new List<GameObject>();      private void InstantiateItem(Vector3 pos,float scale)      {          GameObject go = Instantiate(itemPrefab) as GameObject;          go.transform.SetParent(canvas.transform);          go.transform.localPosition = pos;          go.transform.localScale *= scale;          InsertToSortArray(go, go.transform.localScale.x);          list.Add(go);      }      public void Init()      {          left = 0;          right = itemAmount - 1;          canvas = GameObject.Find("Canvas");          sortArray = new GameObject[itemAmount];          int oneSideAmount = (itemAmount - 1) / 2;          for(int i = oneSideAmount;i >= 1;i--)          {              Vector3 pos = middlePos + new Vector3(i * xOffset,i * yOffset,0) * -1;              InstantiateItem(pos,Mathf.Pow(scale,i));          }          InstantiateItem(middlePos,1);          for(int i = 1;i <= oneSideAmount;i++)          {              Vector3 pos = middlePos + new Vector3(i * xOffset,i * yOffset,0);              InstantiateItem(pos,Mathf.Pow(scale,i));          }          Sort();      }      /// <summary>      /// 根据缩放倍数计算深度      /// </summary>      /// <param name="scaleNum"></param>      /// <returns></returns>      private int CalculateDepth(float scaleNum)      {          float num = 0;          int i = 0;          while (true)          {              num = Mathf.Pow(scale, i);              if (num != scaleNum) i++;              else break;          }          return i;      }      /// <summary>      /// 插入到排序数组中,数组序号越低,则越远离屏幕      /// </summary>      /// <param name="go"></param>      /// <param name="localScaleX"></param>      private void InsertToSortArray(GameObject go, float localScaleX)      {          int depth = CalculateDepth(localScaleX);          depth = itemAmount / 2 - depth;          if (depth == itemAmount / 2)              sortArray[depth * 2] = go;          else if (sortArray[depth] == null)              sortArray[depth] = go;          else              sortArray[depth + itemAmount / 2] = go;         }      private void Sort()      {          for (int i = 0; i < itemAmount; i++)          {              sortArray[i].transform.SetSiblingIndex(i);          }          sortArray = new GameObject[itemAmount];      }      public void Move(int direction)      {          if(direction == -1)//向左滑动          {              int startIndex = left;              int lastIndex = right;              Vector3 lastPos = list[lastIndex].transform.position;              InsertToSortArray(list[startIndex], list[startIndex].transform.localScale.x);              for (int i = 0; i < itemAmount - 1;i++ )              {                  int index = (lastIndex - i + itemAmount) % itemAmount;                  int preIndex = (index - 1 + itemAmount) % itemAmount;                  list[index].transform.DOMove(list[preIndex].transform.position,time);                  list[index].transform.DOScale(list[preIndex].transform.localScale,time);                  InsertToSortArray(list[index], list[preIndex].transform.localScale.x);              }              list[startIndex].transform.DOMove(lastPos,time);              left = (left + 1) % itemAmount;              right = (right + 1) % itemAmount;          }          else if (direction == 1)//向右滑动          {              int startIndex = right;              int lastIndex = left;              Vector3 lastPos = list[lastIndex].transform.position;              InsertToSortArray(list[startIndex], list[startIndex].transform.localScale.x);              for (int i = 0; i < itemAmount - 1; i++)              {                  int index = (lastIndex + i + itemAmount) % itemAmount;                  int preIndex = (index + 1 + itemAmount) % itemAmount;                  list[index].transform.DOMove(list[preIndex].transform.position, time);                  list[index].transform.DOScale(list[preIndex].transform.localScale, time);                  InsertToSortArray(list[index], list[preIndex].transform.localScale.x);              }              list[startIndex].transform.DOMove(lastPos, time);              left = (left - 1 + itemAmount) % itemAmount;              right = (right - 1 + itemAmount) % itemAmount;          }          Sort();      }  }  

原文:http://blog.csdn.net/lyh916/article/details/46984789

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