Unity UGUI实现滑动翻页直接跳转页数
本文实例为大家分享了Unity UGUI实现滑动翻页,直接跳转页数的具体代码,供大家参考,具体内容如下
首先看一下最终效果
其实这个功能基本上是老生常谈了,所以代码还是很简单
using UnityEngine; using System.Collections; using UnityEngine.UI; using System.Collections.Generic; using UnityEngine.EventSystems; using System; public class PageView : MonoBehaviour, IBeginDragHandler, IEndDragHandler { private ScrollRect rect; //滑动组件 private float targethorizontal = 0; //滑动的起始坐标 private bool isDrag = false; //是否拖拽结束 private List<float> posList = new List<float>(); //求出每页的临界角,页索引从0开始 private int currentPageIndex = -1; public Action<int> OnPageChanged; public RectTransform content; private bool stopMove = true; public float smooting = 4; //滑动速度 public 【本文由:香港大带宽服务器提供】float sensitivity = 0; private float startTime; private float startDragHorizontal; public Transform toggleList; void Start() { rect = transform.GetComponent<ScrollRect>(); var _rectWidth = GetComponent<RectTransform>(); var tempWidth = ((float)content.transform.childCount * _rectWidth.rect.width); content.sizeDelta = new Vector2(tempWidth, _rectWidth.rect.height); //未显示的长度 float horizontalLength = content.rect.width - _rectWidth.rect.width; for (int i = 0; i < rect.content.transform.childCount; i++) { posList.Add(_rectWidth.rect.width * i / horizontalLength); } } void Update() { if (!isDrag && !stopMove) { startTime += Time.deltaTime; float t = startTime * smooting; rect.horizontalNormalizedPosition = Mathf.Lerp(rect.horizontalNormalizedPosition, targethorizontal, t); if (t >= 1) stopMove = true; } //Debug.Log(rect.horizontalNormalizedPosition); } public void pageTo(int index) { if (index >= 0 && index < posList.Count) { rect.horizontalNormalizedPosition = posList[index]; SetPageIndex(index); GetIndex(index); } } private void SetPageIndex(int index) { if (currentPageIndex != index) { currentPageIndex = index; if (OnPageChanged != null) OnPageChanged(index); } } public void OnBeginDrag(PointerEventData eventData) { isDrag = true; //开始拖动 startDragHorizontal = rect.horizontalNormalizedPosition; } public void OnEndDrag(PointerEventData eventData) { float posX = rect.horizontalNormalizedPosition; posX += ((posX - startDragHorizontal) * sensitivity); posX = posX < 1 ? posX : 1; posX = posX > 0 ? posX : 0; int index = 0; float offset = Mathf.Abs(posList[index] - posX); //Debug.Log("offset " + offset); for (int i = 1; i < posList.Count; i++) { float temp = Mathf.Abs(posList[i] - posX); //Debug.Log("temp " + temp); //Debug.Log("i" + i); if (temp < offset) { index = i; offset = temp; } //Debug.Log("index " + index); } //Debug.Log(index); SetPageIndex(index); GetIndex(index); targethorizontal = posList[index]; //设置当前坐标,更新函数进行插值 isDrag = false; startTime = 0; stopMove = false; } public void GetIndex(int index) { var toogle = toggleList.GetChild(index).GetComponent<Toggle>(); toogle.isOn = true; } }
using UnityEngine; using System.Collections; using UnityEngine.UI; using System; public class GameController : MonoBehaviour { [SerializeField] private Text pageNumber; [SerializeField] private InputField inputField; [SerializeField] private PageView pageView; // Use this for initialization void Start () { pageNumber.text = string.Format ("当前页码:0"); pageView.OnPageChanged = pageChanged; } void pageChanged (int index) { pageNumber.text = string.Format ("当前页码:{0}" , index.ToString ()); } public void onClick () { try { int idnex = int.Parse (inputField.text); pageView.pageTo (idnex); } catch(Exception ex) { Debug.LogWarning ("请输入数字"+ex.ToString()); } } void Destroy () { pageView.OnPageChanged = null; } }
附上项目:地址
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持海外IDC网。