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UGUI滚动条数据显示方式

UGUI滚动条数据显示方式

作者: 游戏开发小Y | 来源:发表于2017-01-18 14:23 被阅读22次

前言

原理是通过改变Scrollbar的Value和Size数值,刷新指定多少条数据在UGUI上

JJItemView.cs

using UnityEngine;
using System.Collections;
using UnityEngine.UI;

public class JJItemView : MonoBehaviour
{
    public int lstStart = 0;
    public int start = 0;
    public ScrollRect scRect;
    public Scrollbar rectBar;
    public float mouseStep = -1f;
    public JJItemRow[] JJItemRow;
    public static JJItemView _instance;
    void Awake()
    {
        _instance = this;
    }
    void Update()
    {
        if (gameObject.activeSelf)
        {
            updateMouseWheel();
            if (lstStart != start)
            {
                lstStart = start;
                updateRows();
            }
        }
    }
    #region  ----------------SCROLLVIEW改变
    public void onRectValueChanged()
    {
        if (scRect.verticalNormalizedPosition == 1)
        {
            rectBar.value += mouseStep;
        }
        else
        {
            rectBar.value -= mouseStep;
        }
    }
    int TempStart=0;
    public void onBarChange()
    {

        if (UIControl._instance.TempZY.TenderJJ.Count > JJItemRow.Length)
        {
            if(UIControl._instance.TempZY.TenderJJ.Count%2==0)
            {
                TempStart = (int)(rectBar.value * (UIControl._instance.TempZY.TenderJJ.Count - JJItemRow.Length));
                if(TempStart%2==0)
                {
                    start=TempStart;
                }
            }
            else
            {
                TempStart = (int)(rectBar.value * (UIControl._instance.TempZY.TenderJJ.Count+1 - JJItemRow.Length));
                if(TempStart%2==0)
                {
                    start=TempStart;
                }
            }


        }
        else
        {
            start = 0;
        }

    }
    public void BarSizeChange()
    {
        if(UIControl._instance.TempZY.TenderJJ.Count%2==0)
        {
            float barSz = ((float)JJItemRow.Length) / ((float)UIControl._instance.TempZY.TenderJJ.Count);
            rectBar.size = barSz;
        }
        else
        {
            float barSz = ((float)JJItemRow.Length) / ((float)(UIControl._instance.TempZY.TenderJJ.Count+1));
            rectBar.size = barSz;
        }
      
    }
    public void updateRows()
    {
        for (int i = 0; i < JJItemRow.Length; ++i)
        {
            int dataRow = start + i;
            if (dataRow < UIControl._instance.TempZY.TenderJJ.Count)
            {
                JJItemRow[i].gameObject.SetActive(true);
                JJItemRow[i].Init(UIControl._instance.TempZY.TenderJJ[dataRow]);
            }
            else
            {

                JJItemRow[i].gameObject.SetActive(false);
                JJItemRow[i].Init(null);
            }
        }
    }
    public void updateData()
    {
        if(UIControl._instance.TempZY.TenderJJ.Count%2==0)
        {
            int max = UIControl._instance.TempZY.TenderJJ.Count - JJItemRow.Length;
            start = Mathf.Clamp(start, 0, Mathf.Abs(max));
        }
        else
        {
            int max = UIControl._instance.TempZY.TenderJJ.Count+1 - JJItemRow.Length;
            start = Mathf.Clamp(start, 0, Mathf.Abs(max));
        }
       
        for (int i = 0; i < JJItemRow.Length; ++i)
        {
            int dataRow = start +i;
            if (dataRow < UIControl._instance.TempZY.TenderJJ.Count)
            {
                JJItemRow[i].saveChangeValue(UIControl._instance.TempZY.TenderJJ[dataRow]);
            }
        }
    }
    public void updateMouseWheel()
    {
        float deltaWheel = Input.GetAxis("Mouse ScrollWheel");
        if (deltaWheel != 0.0f)
        {
            rectBar.value += deltaWheel * Time.deltaTime * mouseStep;
        }
    }
    #endregion

}

JJItemRow.cs

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using Google.Protobuf;
using Tenders.Protobuf;
public class JJItemRow : MonoBehaviour
{

    public Text JJname;
    public InputField Sum;
    public InputField Sprice;
    public void Init(TenderZY zy)
    {
        if (zy != null)
        {
            JJname.text = zy.Leixing.ToString();
            Sum.text = zy.Ziyuansum.ToString();
            Sprice.text = zy.Ziyuanhuafei.ToString();
        }
        else
        {
            JJname.text = "";
            Sum.text ="1";
            Sprice.text = "0";
        }
    }
    public void saveChangeValue(TenderZY zy)
    {
        //只改变数量,其他不变
        zy.Ziyuansum = int.Parse(Sum.text);

    }
    //点击左键按钮
    public void LeftButton(InputField SumText)
    {
        int sum = int.Parse(SumText.text);
        if (sum > 0)
        {
            sum--;
            SumText.text = sum.ToString();
        }
        JJItemView._instance.updateData();
    }
    //点击右键按钮
    public void RightButton(InputField SumText)
    {
        //数量先无限制,如有需要加判断
        int sum = int.Parse(SumText.text);
        sum++;
        SumText.text = sum.ToString();
        JJItemView._instance.updateData();
    }
}

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