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Unity点击按钮实现翻页效果

Unity点击按钮实现翻页效果

作者: 小骄傲999 | 来源:发表于2021-10-13 11:23 被阅读0次
image
using UnityEngine;

using UnityEngine.UI;

using DG.Tweening;

using UnityEngine.EventSystems;

using System;

[RequireComponent(typeof(ScrollRect))]

public class UIPage : MonoBehaviour, IBeginDragHandler, IEndDragHandler

{

    public GameObject btnPrior;

    public GameObject btnNext;

    public bool needArrowTween = false;

    public Scrollbar scrollbar;

    public int OnePageNum; //每页多少个

    public float curDur = 0.3f; //动画duration

    public bool isLerp = true; //平滑移动

    public Vector2 cellSize; //cellSize包括spacing 如果不是特例且Scroll的Content是GridLayoutGroup可不赋值

    public float surpassScale = 0.7f; //超过本页第一个项Size的多少比例算作已读

    public bool AutoRelocate;

    public float RelocatePassDis = 100;

    public bool IgnoreCellMode;

    public bool IsButtonCanClick;

    private bool _scrolling;

    public bool Scrolling

    {

        get { return _scrolling; }

    }

    bool isVertical;

    Vector3 defaultPos;

    int childCount;

    void Awake()

    {

        isVertical = scroll.vertical;

        if (cellSize.x == 0 && cellSize.y == 0)

            cellSize = getGroup().cellSize + getGroup().spacing;

        if (IsButtonCanClick)

        {

            if (btnPrior)

            {

                btnPrior.GetComponent<Button>().onClick.AddListener(delegate { OnButtonPress(!isVertical); });

                if (needArrowTween)

                    btnPrior.transform.DOLocalMoveX(-347, 0.5f).SetLoops(-1, LoopType.Yoyo);

            }

            if (btnNext)

            {

                btnNext.GetComponent<Button>().onClick.AddListener(delegate { OnButtonPress(isVertical); });

                if (needArrowTween)

                    btnNext.transform.DOLocalMoveX(347, 0.5f).SetLoops(-1, LoopType.Yoyo);

            }

        }

    }

    void Start()

    {

        if (isVertical)

            defaultPos = new Vector2(gRect.anchoredPosition.x, 0);

        else

            defaultPos = new Vector2(0, gRect.anchoredPosition.y);

    }

    void LateUpdate()

    {

        for (int i = 0; i < gRect.transform.childCount; i++)

        {

            if (gRect.transform.GetChild(i).gameObject.activeSelf)

                childCount++;

        }

        if (childCount > OnePageNum)

        {

            var pos = isVertical ? scroll.verticalNormalizedPosition : scroll.horizontalNormalizedPosition;

            if (btnPrior)

                btnPrior.SetActive(isVertical ? (pos < 0.99999f) : (pos > 0.02f));

            if (btnNext)

                btnNext.SetActive(isVertical ? (pos > 0.0001f) : (pos < 0.999f));

        }

        else

        {

            gRect.anchoredPosition = defaultPos;

            if (btnPrior)

                btnPrior.SetActive(false);

            if (btnNext)

                btnNext.SetActive(false);

        }

        childCount = 0;

    }

    public void OnButtonPress(bool isNext)

    {

        StopAllCoroutines();

        if (isNext)

            NextPage();

        else

            PriorPage();

    }

    public void NextPage()

    {

        if (_scrolling)

            return;

        float cellScale = 0f;

        float pos = isVertical ? scroll.verticalNormalizedPosition : scroll.horizontalNormalizedPosition;

        if (IgnoreCellMode)

        {

            float sRectVal = isVertical ? sRect.rect.height : sRect.rect.width;

            float gRectVal = isVertical ? gRect.rect.height : gRect.rect.width;

            var ratio = sRectVal / (gRectVal - sRectVal);

            ScrollPage(pos + ratio);

        }

        cellScale = (isVertical ? cellSize.y : cellSize.x) /

                    (isVertical ? gRect.rect.height - sRect.rect.height : gRect.rect.width - sRect.rect.width);

        int priorGrid = (int) ((1f - pos) / cellScale);

        if ((1f - pos) / cellScale - priorGrid > surpassScale)

            priorGrid++;

        float offset = (1f - pos) - cellScale * priorGrid;

        if (!isLerp)

        {

            if (isVertical)

                scroll.verticalNormalizedPosition -= (cellScale * getPageNum() - offset);

            else

                scroll.horizontalNormalizedPosition -= (cellScale * getPageNum() - offset);

        }

        else

        {

            float value = -(cellScale * getPageNum() - offset);

            if ((pos + value) < 0)

                value = -pos;

            ScrollPage(pos + value);

        }

    }

    public void PriorPage()

    {

        if (_scrolling)

            return;

        float cellScale = 0f;

        float pos = isVertical ? scroll.verticalNormalizedPosition : scroll.horizontalNormalizedPosition;



        if (IgnoreCellMode)

        {

            float sRectVal = isVertical ? sRect.rect.height : sRect.rect.width;

            float gRectVal = isVertical ? gRect.rect.height : gRect.rect.width;

            var ratio = sRectVal / (gRectVal - sRectVal);

            ScrollPage(pos - ratio);

        }


        cellScale = (isVertical ? cellSize.y : cellSize.x) /

                    (isVertical ? gRect.rect.height - sRect.rect.height : gRect.rect.width - sRect.rect.width);

        int nextGrid = (int) (pos / cellScale);

        if ((pos / cellScale) - nextGrid > surpassScale)

            nextGrid++;

        float offset = pos - cellScale * nextGrid;

        if (!isLerp)

        {

            if (isVertical)

                scroll.verticalNormalizedPosition += (cellScale * getPageNum() - offset);

            else

                scroll.horizontalNormalizedPosition += (cellScale * getPageNum() - offset);

        }

        else

        {

            int pageNum = getPageNum();

            float value = (cellScale * pageNum - offset);

            if ((pos + value) > 1)

                value = 1 - pos;

            ScrollPage(pos + value);

        }

    }

    void ScrollPage(float toPos)

    {

        _scrolling = true;

        float fromPos = isVertical ? scroll.verticalNormalizedPosition : scroll.horizontalNormalizedPosition;

        DOTween.To((delegate(float v)

        {

            if (isVertical)

                scroll.verticalNormalizedPosition = v;

            else

                scroll.horizontalNormalizedPosition = v;

        }), fromPos, toPos, 0.3f).OnComplete(delegate { _scrolling = false; });

    }

    int getPageNum()

    {

        float pageNum = 0;

        if (isVertical)

            pageNum = sRect.rect.height / cellSize.y;

        else

            pageNum = sRect.rect.width / cellSize.x;

        if (pageNum - (int) pageNum > 0.9f)

            pageNum = (int) pageNum + 1;

        return (int) pageNum;

    }

    GridLayoutGroup getGroup()

    {

        if (group_ == null)

        {

            var group = scroll.content.gameObject.GetComponent<GridLayoutGroup>();

            if (group == null)

                return null;

            else

                group_ = group;

        }

        return group_;

    }

    Vector2 startPos;

    Vector2 startNormalizePos;

    public void OnBeginDrag(PointerEventData eventData)

    {

        if (!AutoRelocate)

            return;

        startPos = eventData.position;

        startNormalizePos = scroll.normalizedPosition;

    }

    public void OnEndDrag(PointerEventData eventData)

    {

        if (!AutoRelocate)

            return;

        Vector2 normalizePos = scroll.normalizedPosition;

        if (normalizePos.x > 1 || normalizePos.x < 0 || normalizePos.y > 1 || normalizePos.y < 0)

            return;

        Vector2 offset = eventData.position - startPos;

        if (isVertical)

        {

            if (Mathf.Abs(offset.y) > RelocatePassDis)

            {

                if (offset.y > 0)

                    NextPage();

                else

                    PriorPage();

            }

            else

            {

                ScrollPage(startNormalizePos.y);

            }

        }

        else

        {

            if (Mathf.Abs(offset.x) > RelocatePassDis)

            {

                if (offset.x > 0)

                    NextPage();

                else

                    PriorPage();

            }

            else

            {

                ScrollPage(startNormalizePos.x);

            }

        }

    }

    ScrollRect scroll_;

    ScrollRect scroll

    {

        get

        {

            if (scroll_ == null)

                scroll_ = gameObject.GetComponent<ScrollRect>();

            return scroll_;

        }

    }

    GridLayoutGroup group_;

    RectTransform gRect

    {

        get { return scroll_.content; }

    }

    RectTransform sRect_;

    RectTransform sRect

    {

        get

        {

            if (sRect_ == null)

                sRect_ = gameObject.GetComponent<RectTransform>();

            return sRect_;

        }

    }

}

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