网上演练
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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;
/// <summary>
/// 宽度
/// </summary>
public float Width = 500;
/// <summary>
/// 大小
/// </summary>
public float MaxScale = 1;
/// <summary>
/// StartValue开始坐标值,AddValue间隔坐标值,小于vmian 达到最左,大于vmax达到最右
/// </summary>
public float StartValue = 0.1f, AddValue = 0.2f, VMin = 0.1f, VMax = 0.9f;
/// <summary>
/// 坐标曲线
/// </summary>
public AnimationCurve PositionCurve;
/// <summary>
/// 大小曲线
/// </summary>
public AnimationCurve ScaleCurve;
/// <summary>
/// 透明曲线
/// </summary>
public AnimationCurve ApaCurve;
/// <summary>
/// 计算值
/// </summary>
private Vector2 start_point, add_vect;
/// <summary>
/// 动画状态
/// </summary>
public bool _anim = false;
/// <summary>
/// 动画速度
/// </summary>
public float _anim_speed = 1f;
private float v = 0;
private List<UI_Control_ScrollFlow_Item> GotoFirstItems = new List<UI_Control_ScrollFlow_Item>(), GotoLaserItems = new List<UI_Control_ScrollFlow_Item>();
public event CallBack<UI_Control_ScrollFlow_Item> MoveEnd;
public void Refresh()
{
Items.Clear();
//Debug.Log(Rect.childCount);
int i = 0;
//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)
// {
// Debug.Log(item.name);
// // 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];
// }
// }
//}
foreach (Transform t in transform)
{
UI_Control_ScrollFlow_Item item = t.GetComponent<UI_Control_ScrollFlow_Item>();
if (item != null)
{
//Debug.Log(item.name);
// 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];
}
i++;
}
}
if (/*Rect.childCount < 5*/ i < 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;
//Debug.Log(v1 + "--" + NextAddValue);
if (add_vect.x >= 0)
{
k = AddValue - v1;
}
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============" + eventData.pointerPressRaycast.gameObject.name);
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);
}
private float AddV = 0, Vk = 0, CurrentV = 0, Vtotal = 0, VT = 0;
private float _v1 = 0, _v2 = 0;
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;
VT = Vtotal + CurrentV;
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); }
}
}
if (Current != null)
{
Current.GetComponent<ShowSelect>().MyToggle.isOn = true;
}
}
}