我看见有大佬用AnimationCurve 用来做滚动,感觉还不错。
首先图片可以移动
图片的父级继承IBeginDragHandler, IDragHandler, IEndDragHandler。
可以现实图片的拖拽。
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图片的位置用动画表示,我们通过控制时间就可以实现图片的移动
图片摆放的位置
我们知道AnimationCurve的时间可以自己设置,这里把时间这是为(0-1)。以及定义一个时间增量,这个时间增量就相当与图片之间的间隔(这里的位置移动是动画,所以时间增量==图片之间的间距)。通过遍历子集,子集的时间增==(上个子集的时间+时间增量)。
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图片的移动
这里unity 官方提供一个很好用的函数eventData.delta(大概意思:记录当前与上一次的差值)。当鼠标开始拖拽。通过这个函数我们这里计算移动的百分比(eventData.delta.x*1f/宽度),这里的移动百分比==移动的时间。遍历子集每个子集都添加移动的百分比
图片的循环
通过上面的百分比。当百分比大于0是向右运动,当百分比小于0是向左运动。把全部子集转到列表中,向左运动时,动画时间小于0,把时间调大最大(最右边的位置),并把列表中原来的对象删点,把移动过后的对象再次添加,向右时,动画时间大于最大的时间,把时间调到最小(最边), 并把列表中原来的对象删点,把移动过后的对象添加(插入第一个位置)
播放动画
(通过当前的动画时间-开始的动画时间)%时间增量=超出的部分时间(我们这里以时间增量作为定义位置的标准,所以如果‘超出的部分时间’不为0,就说明不是在指定位置)。向左滑动动画时间是减少超出的部分时间,向右滑动时间是时间增量减超出的部分时间,这里相减的时间就是差多少时间到指定位置。
using NSubstitute;
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class UI_Control_ScrollFlow : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IPointerClickHandler
{
public RectTransform Rect;
public List<UI_Control_ScrollFlow_Item> Items;
public float Width = 500;
public float MaxScale = 1;
public float StartValue = 0.1f, AddValue = 0.2f, VMin = 0.1f, VMax = 0.9f;
public AnimationCurve PositionCurve;
public AnimationCurve ScaleCurve;
public AnimationCurve ApaCurve;
private float v = 0;
private List<UI_Control_ScrollFlow_Item> GotoFirstItems = new List<UI_Control_ScrollFlow_Item>(), GotoLaserItems = new List<UI_Control_ScrollFlow_Item>();
private Vector2 start_point, add_vect;
public event Callback<UI_Control_ScrollFlow_Item> MoveEnd;
public void Refresh()
{
for (int i = 0; i < Rect.childCount; i++)
{
Transform tran = Rect.GetChild(i);
UI_Control_ScrollFlow_Item item = tran.GetComponent<UI_Control_ScrollFlow_Item>();
if (item != null)
{
item.transform.GetChild(0).GetComponent<Text>().text = i.ToString();
Items.Add(item);
item.Init(this);
item.Drag(StartValue + i * AddValue);
if (item.v - 0.5 < 0.05f)
{
Current = Items[i];
}
}
}
if (Rect.childCount < 5)
{
VMax = StartValue + 4 * AddValue;
}
else
{
VMax = StartValue + (Rect.childCount - 1) * AddValue;
}
if (MoveEnd != null)
{
MoveEnd(Current);
}
}
public void OnBeginDrag(PointerEventData eventData)
{
start_point = eventData.position;
add_vect = Vector3.zero;
_anim = false;
}
public void OnDrag(PointerEventData eventData)
{
add_vect = eventData.position - start_point;
v = eventData.delta.x * 1.00f / Width;
for (int i = 0; i < Items.Count; i++)
{
Items[i].Drag(v);
}
Check(v);
}
public void Check(float _v)
{
if (_v < 0)
{//向左运动
for (int i = 0; i < Items.Count; i++)
{
if (Items[i].v < (VMin - AddValue / 2))
{
GotoLaserItems.Add(Items[i]);
}
}
if (GotoLaserItems.Count > 0)
{
for (int i = 0; i < GotoLaserItems.Count; i++)
{
GotoLaserItems[i].v = Items[Items.Count - 1].v + AddValue;
Items.Remove(GotoLaserItems[i]);
Items.Add(GotoLaserItems[i]);
}
GotoLaserItems.Clear();
}
}
else if (_v > 0)
{//向右运动,需要把右边的放到前面来
for (int i = Items.Count - 1; i > 0; i--)
{
if (Items[i].v >= VMax)
{
GotoFirstItems.Add(Items[i]);
}
}
if (GotoFirstItems.Count > 0)
{
for (int i = 0; i < GotoFirstItems.Count; i++)
{
GotoFirstItems[i].v = Items[0].v - AddValue;
Items.Remove(GotoFirstItems[i]);
Items.Insert(0, GotoFirstItems[i]);
}
GotoFirstItems.Clear();
}
}
}
public void OnEndDrag(PointerEventData eventData)
{
float k = 0, v1;
for (int i = 0; i < Items.Count; i++)
{
if (Items[i].v >= VMin)
{
v1 = (Items[i].v - VMin) % AddValue; //(0.9-0.1)%0.2 计算超出的时间
//Debug.Log(v1 + "--" + NextAddValue);
if (add_vect.x >= 0) //向右滑动
{
k = AddValue - v1; //0.2-超出时间
}
else
{
k = v1 * -1;
}
break;
}
}
add_vect = Vector3.zero;
AnimToEnd(k);
}
public void OnPointerClick(PointerEventData eventData)
{
Debug.Log("OnPointerClick:" + eventData.pointerPressRaycast.gameObject);
if (add_vect.sqrMagnitude <= 1)
{
Debug.Log("============OnPointerClickOK============");
UI_Control_ScrollFlow_Item script = eventData.pointerPressRaycast.gameObject.GetComponent<UI_Control_ScrollFlow_Item>();
if (script != null)
{
float k = script.v;
k = 0.5f - k;
AnimToEnd(k);
}
}
}
public float GetApa(float v)
{
return ApaCurve.Evaluate(v);
}
public float GetPosition(float v)
{
return PositionCurve.Evaluate(v) * Width;
}
public float GetScale(float v)
{
return ScaleCurve.Evaluate(v) * MaxScale;
}
private List<UI_Control_ScrollFlow_Item> SortValues = new List<UI_Control_ScrollFlow_Item>();
private int index = 0;
public void LateUpdate()
{
for (int i = 0; i < Items.Count; i++)
{
if (Items[i].v >= 0.1f && Items[i].v <= 0.9f)
{
index = 0;
for (int j = 0; j < SortValues.Count; j++)
{
if (Items[i].sv >= SortValues[j].sv)
{
index = j + 1;
}
}
SortValues.Insert(index, Items[i]);
}
}
for (int k = 0; k < SortValues.Count; k++)
{
SortValues[k].rect.SetSiblingIndex(k);
}
SortValues.Clear();
}
public void ToLaster(UI_Control_ScrollFlow_Item item)
{
item.v = Items[Items.Count - 1].v + AddValue;
Items.Remove(item);
Items.Add(item);
}
/// <summary>
/// 是否开启动画
/// </summary>
public bool _anim = false;
private float AddV = 0, Vk = 0, CurrentV = 0, Vtotal = 0, VT = 0;
private float _v1 = 0, _v2 = 0;
/// <summary>
/// 动画速度
/// </summary>
public float _anim_speed = 1f;
private float start_time = 0, running_time = 0;
public UI_Control_ScrollFlow_Item Current;
public void AnimToEnd(float k)
{
AddV = k;
if (AddV > 0) { Vk = 1; }
else if (AddV < 0) { Vk = -1; }
else
{
return;
}
Vtotal = 0;
_anim = true;
}
void Update()
{
if (_anim)
{
CurrentV = Time.deltaTime * _anim_speed * Vk; //控制动画正反播放
VT = Vtotal + CurrentV;
//0<VT VT>=0.2
if (Vk > 0 && VT >= AddV) { _anim = false; CurrentV = AddV - Vtotal; }
if (Vk < 0 && VT <= AddV) { _anim = false; CurrentV = AddV - Vtotal; }
//==============
for (int i = 0; i < Items.Count; i++)
{
Items[i].Drag(CurrentV);
if (Items[i].v - 0.5 < 0.05f)
{
Current = Items[i];
}
}
Check(CurrentV);
Vtotal = VT;
if (!_anim)
{
if (MoveEnd != null) { MoveEnd(Current); }
}
}
}
}
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class UI_Control_ScrollFlow_Item : MonoBehaviour
{
private UI_Control_ScrollFlow parent;
[HideInInspector]
public RectTransform rect;
public UnityEngine.UI.Image img;
public float v = 0;
private Vector3 p, s;
/// <summary>
/// 缩放值
/// </summary>
public float sv;
// public float index = 0,index_value;
private Color color;
public void Init(UI_Control_ScrollFlow _parent)
{
rect = GetComponent<RectTransform>();
parent = _parent;
color = img.color;
}
public void Drag(float value)
{
v += value;
p = rect.localPosition;
p.x = parent.GetPosition(v);
rect.localPosition = p;
color.a = parent.GetApa(v);
img.color = color;
sv = parent.GetScale(v);
s.x = sv;
s.y = sv;
s.z = 1;
rect.localScale = s;
}
}
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