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unity实现图片轮播效果_Unity3D实现列表拖拽轮播分页滚动功能

發(fā)布時間:2023/12/19 编程问答 26 豆豆
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在使用UGUI的ScrollRect做列表滾動時,會有分頁滾動的需求,基于ScrollRect寫了一個,只需要一個ScrollRect組件即可

效果截圖:

Threshold為滾動閾值,當翻頁的長度達到總長度的0.2時即會翻頁,speed為松開鼠標后的緩動速度

以下為代碼:

using UnityEngine;

using UnityEngine.UI;

using UnityEngine.EventSystems;

using System.Collections;

public class RollScroll : MonoBehaviour, IBeginDragHandler, IEndDragHandler

{

//滾動條

public ScrollRect scrollRect;

//左右按鈕

public Button leftButton, rightButton;

//滾動閾值

public float Threshold = 0.2f;

//緩動速度

public float speed = 10f;

//是否開啟拖拽滾動

private bool IsStart = false;

//總個數(shù)

private int Number;

//當前進行到的個數(shù)

private int currentNumber;

private int CurrentNumber

{

get

{

return currentNumber;

}

set

{

currentNumber = value;

//更新按鈕顯示狀態(tài)

ButtonUIUpdate();

}

}

/// /// 初始化輪播

///

/// 總頁數(shù)

/// 初始頁數(shù)

public void OnInitRollScroll(int _number, int _currentNumber)

{

if (_number <= 1) return;

//總個數(shù)

Number = _number;

//當前個數(shù)

CurrentNumber = _currentNumber;

//設(shè)置起點

StartCoroutine(HandlePosition(GetScrollPosition(CurrentNumber)));

//content = scrollRect.content;

//左按鈕點擊事件

leftButton.onClick.RemoveAllListeners();

leftButton.onClick.AddListener(OnLeft);

//右按鈕點擊事件

rightButton.onClick.RemoveAllListeners();

rightButton.onClick.AddListener(OnRight);

IsStart = true;

}

//延遲執(zhí)行設(shè)置初始化滾動起點

private IEnumerator HandlePosition(float number)

{

yield return null;

yield return null;

scrollRect.horizontalNormalizedPosition = number;

}

#region 拖拽事件

public void OnBeginDrag(PointerEventData eventData)

{

if (!IsStart) return;

StopAllCoroutines();

}

public void OnEndDrag(PointerEventData eventData)

{

if (!IsStart) return;

//Debug.Log("結(jié)束拖拽");

//滾動前的position

float lastPosition = GetScrollPosition(currentNumber);

//滾動后的position

float currentPosition = scrollRect.horizontalNormalizedPosition;

if (currentPosition > lastPosition)

{

float n = 1f / (Number - 1);

float thre = currentPosition - lastPosition;

if (thre > n * Threshold)

{

OnRight();

}

else //還原

{

StopAllCoroutines();

StartCoroutine(LerpRoll(lastPosition));

}

}

else

{

float n = 1f / (Number - 1);

float thre = lastPosition - currentPosition;

if (thre > n * Threshold)

{

OnLeft();

}

else //還原

{

StopAllCoroutines();

StartCoroutine(LerpRoll(lastPosition));

}

}

}

#endregion

#region 左右按鈕事件

//左按鈕事件

private void OnLeft()

{

if (CurrentNumber > 0)

{

CurrentNumber--;

StopAllCoroutines();

StartCoroutine(LerpRoll(GetScrollPosition(CurrentNumber)));

}

}

//右按鈕事件

private void OnRight()

{

if (CurrentNumber < Number - 1)

{

CurrentNumber++;

StopAllCoroutines();

StartCoroutine(LerpRoll(GetScrollPosition(CurrentNumber)));

}

}

#endregion

#region 功能方法

//緩動滾動到...

private IEnumerator LerpRoll(float position)

{

while (true)

{

if (Mathf.Abs(scrollRect.horizontalNormalizedPosition - position) <= 0.001f)

{

scrollRect.horizontalNormalizedPosition = position;

break;

}

else

{

scrollRect.horizontalNormalizedPosition = Mathf.Lerp(scrollRect.horizontalNormalizedPosition, position, Time.deltaTime * speed);

}

yield return null;

}

}

/// /// 獲取滾動條value 0 - 1的值

///

private float GetScrollPosition(int number)

{

float n = 1f / (Number - 1);

float scrollPosition = Mathf.Clamp(n * number, 0, 1);

//Debug.Log(scrollPosition);

return scrollPosition;

}

//按鈕更新顯示狀態(tài)

private void ButtonUIUpdate()

{

if (Number == 1)

{

leftButton.interactable = false;

rightButton.interactable = false;

return;

}

if (currentNumber == 0)

{

leftButton.interactable = false;

rightButton.interactable = true;

}

else if (currentNumber == Number - 1)

{

leftButton.interactable = true;

rightButton.interactable = false;

}

else

{

leftButton.interactable = true;

rightButton.interactable = true;

}

}

#endregion

}

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