思路
在停止滑动(OnEndDrag)时,调整Content的localPosX:使其逐渐变为与其最接近的若干的标准PosX中的那个。
说明
当前只支持横向滑动。
2种模式:
- 根据停止滑动时是左滑还是右滑来决定自动滑动方向
- 当前哪个元素最靠近中央,就将该元素的位置归到中央
用法
将UIScrollRectAdjustor挂在ScrollRect同级节点上。
可配置
- 自动移动时的移动速度
- 使用哪种模式寻找标准PosX。
具体实现
UIScrollRectAdjustor.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
[RequireComponent(typeof(ScrollRect))]
public class UIScrollRectAdjustor : MonoBehaviour, IEndDragHandler, IBeginDragHandler
{
private ScrollRect _scrollRect;
private RectTransform _contentRectTrans;
private float _minX;
private float _baseX;
private float _xOffset;
[SerializeField,Header("自动移动时的移动速度")]
private float _moveSpeed = 3000;
private IEnumerator _autoMoveCoroutine;
[SerializeField, Header("方向优先")]
private bool _shouldBaseOnMoveDir;
private void Start()
{
Init();
}
private void OnDestroy()
{
Destroy();
}
public void Init()
{
_minX = 0;
_scrollRect = GetComponent<ScrollRect>();
_contentRectTrans = _scrollRect.content;
var gridLayoutGroup = _contentRectTrans.GetComponent<GridLayoutGroup>();
_baseX = gridLayoutGroup.cellSize.x / 2 + gridLayoutGroup.padding.left;
_xOffset = gridLayoutGroup.cellSize.x + gridLayoutGroup.spacing.x;
}
public void Destroy()
{
StopAutoMove();
_scrollRect = null;
_contentRectTrans = null;
}
public void OnBeginDrag(PointerEventData eventData)
{
if (_minX == 0)
{
var gridLayoutGroup = _contentRectTrans.GetComponent<GridLayoutGroup>();
_minX = _contentRectTrans.sizeDelta.x - gridLayoutGroup.padding.right - gridLayoutGroup.cellSize.x - gridLayoutGroup.spacing.x / 2;
_minX *= -1;
}
StopAutoMove();
}
private bool _isLeftMove;
public void OnEndDrag(PointerEventData eventData)
{
float curX = _contentRectTrans.localPosition.x;
if (curX < 0)
{
_isLeftMove = _scrollRect.velocity.x < 0;
float suitableX = GetSuitableX(curX);
StartAutoMove(curX, suitableX);
}
}
private float GetSuitableX(float curX)
{
float suitableX = curX;
int index = 0;
float leftX;
float rightX;
while (suitableX >= _minX)
{
leftX = GetX(index);
rightX = GetX(index + 1);
if (leftX >= curX && rightX <= curX)
{
var leftXOffset = Mathf.Abs(leftX - curX);
var rightXOffset = Mathf.Abs(rightX - curX);
if (_shouldBaseOnMoveDir)
{
suitableX = _isLeftMove ? rightX : leftX;
}
else
{
suitableX = leftXOffset < rightXOffset ? leftX : rightX;
}
break;
}
index++;
}
return Mathf.Max(suitableX, _minX);
float GetX(int i)
{
float value = 0;
if (i > 0)
{
value = (_baseX + _xOffset * i) * -1 + _baseX;
}
return value;
}
}
private void StartAutoMove(float beginX, float endX)
{
StopAutoMove();
_autoMoveCoroutine = AutoMoveCoroutine(beginX, endX);
StartCoroutine(_autoMoveCoroutine);
}
private void StopAutoMove()
{
if (_autoMoveCoroutine != null)
{
StopCoroutine(_autoMoveCoroutine);
_autoMoveCoroutine = null;
}
}
private IEnumerator AutoMoveCoroutine(float beginX, float endX)
{
float timer = 0f;
float moveTime = Mathf.Abs(beginX - endX) / _moveSpeed;
while (timer < moveTime)
{
_contentRectTrans.localPosition = new Vector3(Mathf.Lerp(beginX, endX, timer / moveTime),
_contentRectTrans.localPosition.y,
_contentRectTrans.localPosition.z);
timer += Time.deltaTime;
yield return null;
}
_contentRectTrans.localPosition = new Vector3(endX, _contentRectTrans.localPosition.y, _contentRectTrans.localPosition.z);
_scrollRect.StopMovement();
}
}
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