本文實例為大家分享了UGUI輪播圖組件實現的具體代碼,供大家參考,具體內容如下
要用到,于是就自已做了一個,自認為封裝上還是OK的,開發于unity5.1.2。
支持自動輪播、手勢切換、代碼調用切換,支持水平和豎直兩個方向以及正負方向輪播,輪播索引改變有回調可以用,也可以獲取到當前處于正中的子元素。
要注意的是,向輪播列表中加入新元素不能直接setparent,要調用該組件的AddChild方法
下面是鄙人的代碼:
/// 主要關注屬性、事件及函數:
/// public int CurrentIndex;
/// public Action<int> OnIndexChange;
/// public virtual void MoveToIndex(int ind);
/// public virtual void AddChild(RectTransform t);
/// by yangxun
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System;
/// <summary>
/// 輪播圖組件
/// </summary>
[RequireComponent(typeof(RectTransform)), ExecuteInEditMode]
public class Carousel : UIBehaviour, IEventSystemHandler, IBeginDragHandler, IInitializePotentialDragHandler, IDragHandler, IEndDragHandler, ICanvasElement {
/// <summary>
/// 子物體size
/// </summary>
public Vector2 CellSize;
/// <summary>
/// 子物體間隔
/// </summary>
public Vector2 Spacing;
/// <summary>
/// 方向
/// </summary>
public Axis MoveAxis;
/// <summary>
/// Tween時的步數
/// </summary>
public int TweenStepCount = 10;
/// <summary>
/// 自動輪播
/// </summary>
public bool AutoLoop = false;
/// <summary>
/// 輪播間隔
/// </summary>
public float LoopSpace = 1;
/// <summary>
/// 輪播方向--1為向左移動,-1為向右移動
/// </summary>
public int LoopDir = 1;
/// <summary>
/// 可否拖動
/// </summary>
public bool Drag = true;
/// <summary>
/// 位于正中的子元素變化的事件,參數為index
/// </summary>
public Action<int> OnIndexChange;
/// <summary>
/// 當前處于正中的元素
/// </summary>
public int CurrentIndex {
get {
return m_index;
}
}
private bool m_Dragging = false;
private bool m_IsNormalizing = false;
private Vector2 m_CurrentPos;
private int m_currentStep = 0;
private RectTransform viewRectTran;
private Vector2 m_PrePos;
private int m_index = 0,m_preIndex = 0;
private RectTransform header;
private bool contentCheckCache = true;
private float currTimeDelta = 0;
private float viewRectXMin {
get{
Vector3[] v = new Vector3[4];
viewRectTran.GetWorldCorners(v);
return v[0].x;
}
}
private float viewRectXMax {
get {
Vector3[] v = new Vector3[4];
viewRectTran.GetWorldCorners(v);
return v[3].x;
}
}
private float viewRectYMin {
get {
Vector3[] v = new Vector3[4];
viewRectTran.GetWorldCorners(v);
return v[0].y;
}
}
private float viewRectYMax {
get {
Vector3[] v = new Vector3[4];
viewRectTran.GetWorldCorners(v);
return v[2].y;
}
}
public int CellCount {
get {
return transform.childCount;
}
}
protected override void Awake() {
base.Awake();
viewRectTran = GetComponent<RectTransform>();
header = GetChild(viewRectTran, 0);
}
public void resizeChildren() {
//init child size and pos
Vector2 delta;
if (MoveAxis == Axis.Horizontal) {
delta = new Vector2(CellSize.x + Spacing.x, 0);
}
else {
delta = new Vector2(0, CellSize.y + Spacing.y);
}
for (int i = 0; i < CellCount; i++) {
var t = GetChild(viewRectTran, i);
if (t) {
t.localPosition = delta * i;
t.sizeDelta = CellSize;
}
}
m_IsNormalizing = false;
m_CurrentPos = Vector2.zero;
m_currentStep = 0;
}
/// <summary>
/// 加子物體到當前列表的最后面
/// </summary>
/// <param name="t"></param>
public virtual void AddChild(RectTransform t) {
if (t!=null) {
t.SetParent(viewRectTran, false);
t.SetAsLastSibling();
Vector2 delta;
if (MoveAxis == Axis.Horizontal) {
delta = new Vector2(CellSize.x + Spacing.x, 0);
}
else {
delta = new Vector2(0, CellSize.y + Spacing.y);
}
if (CellCount == 0) {
t.localPosition = Vector3.zero;
header = t;
}
else {
t.localPosition = delta + (Vector2)GetChild(viewRectTran,CellCount-1).localPosition;
}
}
}
protected override void OnEnable() {
base.OnEnable();
resizeChildren();
return;
if (Application.isPlaying) {
if (ContentIsLongerThanRect()) {
int s;
do {
s = GetBoundaryState();
LoopCell(s);
} while (s != 0);
}
}
}
protected virtual void Update() {
if (ContentIsLongerThanRect()) {
//實現在必要時loop子元素
if (Application.isPlaying) {
int s = GetBoundaryState();
LoopCell(s);
}
//緩動回指定位置
if (m_IsNormalizing && EnsureListCanAdjust()) {
if (m_currentStep == TweenStepCount) {
m_IsNormalizing = false;
m_currentStep = 0;
m_CurrentPos = Vector2.zero;
return;
}
Vector2 delta = m_CurrentPos/TweenStepCount;
m_currentStep++;
TweenToCorrect(-delta);
}
//自動loop
if (AutoLoop && !m_IsNormalizing && EnsureListCanAdjust()) {
currTimeDelta += Time.deltaTime;
if (currTimeDelta>LoopSpace) {
currTimeDelta = 0;
MoveToIndex(m_index + LoopDir);
}
}
//檢測index是否變化
if (MoveAxis == Axis.Horizontal) {
m_index = (int)(header.localPosition.x / (CellSize.x + Spacing.x-1));
}
else {
m_index = (int)(header.localPosition.y / (CellSize.y + Spacing.y-1));
}
if (m_index<=0) {
m_index = Mathf.Abs(m_index);
}
else {
m_index = CellCount - m_index;
}
if (m_index != m_preIndex) {
if (OnIndexChange != null) {
OnIndexChange(m_index);
}
}
m_preIndex = m_index;
}
}
public virtual void OnBeginDrag(PointerEventData eventData) {
if (!Drag || !contentCheckCache) {
return;
}
Vector2 vector;
if (((eventData.button == PointerEventData.InputButton.Left) && this.IsActive()) && RectTransformUtility.ScreenPointToLocalPointInRectangle(this.viewRectTran, eventData.position, eventData.pressEventCamera, out vector)) {
this.m_Dragging = true;
m_PrePos = vector;
}
}
public virtual void OnInitializePotentialDrag(PointerEventData eventData) {
if (!Drag) {
return;
}
return;
}
public virtual void OnDrag(PointerEventData eventData) {
if (!Drag || !contentCheckCache) {
return;
}
Vector2 vector;
if (((eventData.button == PointerEventData.InputButton.Left) && this.IsActive()) && RectTransformUtility.ScreenPointToLocalPointInRectangle(this.viewRectTran, eventData.position, eventData.pressEventCamera, out vector)) {
m_IsNormalizing = false;
m_CurrentPos = Vector2.zero;
m_currentStep = 0;
Vector2 vector2 = vector - this.m_PrePos;
Vector2 vec = CalculateOffset(vector2);
this.SetContentPosition(vec);
m_PrePos = vector;
}
}
/// <summary>
/// 移動到指定索引
/// </summary>
/// <param name="ind"></param>
public virtual void MoveToIndex(int ind) {
if (m_IsNormalizing) {
return;
}
//Debug.LogFormat("{0}->{1}",m_index,ind);
if (ind == m_index) {
return;
}
this.m_IsNormalizing = true;
Vector2 offset;
if (MoveAxis == Axis.Horizontal) {
offset = new Vector2(CellSize.x + Spacing.x, 0);
}
else {
offset = new Vector2(0, CellSize.y + Spacing.y);
}
var delta = CalcCorrectDeltaPos();
int vindex = m_index;
m_CurrentPos = delta + offset * (ind - vindex);
//m_CurrentPos = -(Vector2)header.localPosition + offset * (ind - m_index);
m_currentStep = 0;
}
private Vector2 CalculateOffset(Vector2 delta) {
if (MoveAxis == Axis.Horizontal) {
delta.y = 0;
}
else {
delta.x = 0;
}
return delta;
}
private void SetContentPosition(Vector2 position) {
foreach (RectTransform i in viewRectTran) {
i.localPosition += (Vector3)position;
}
return;
}
public virtual void OnEndDrag(PointerEventData eventData) {
if (!Drag || !contentCheckCache) {
return;
}
this.m_Dragging = false;
this.m_IsNormalizing = true;
m_CurrentPos = CalcCorrectDeltaPos();
m_currentStep = 0;
}
public virtual void Rebuild(CanvasUpdate executing) {
return;
}
/// <summary>
/// List是否處于可自由調整狀態
/// </summary>
/// <returns></returns>
public virtual bool EnsureListCanAdjust() {
return !m_Dragging && ContentIsLongerThanRect();
}
/// <summary>
/// 內容是否比顯示范圍大
/// </summary>
/// <returns></returns>
public virtual bool ContentIsLongerThanRect() {
float contentLen;
float rectLen;
if (MoveAxis == Axis.Horizontal) {
contentLen = CellCount*(CellSize.x + Spacing.x) - Spacing.x;
rectLen = viewRectTran.rect.xMax - viewRectTran.rect.xMin;
}
else {
contentLen = CellCount * (CellSize.y + Spacing.y) - Spacing.y;
rectLen = viewRectTran.rect.yMax - viewRectTran.rect.yMin;
}
contentCheckCache = contentLen > rectLen;
return contentCheckCache;
}
/// <summary>
/// 檢測邊界情況,分為0未觸界,-1左(下)觸界,1右(上)觸界
/// </summary>
/// <returns></returns>
public virtual int GetBoundaryState() {
RectTransform left;
RectTransform right;
left = GetChild(viewRectTran, 0);
right = GetChild(viewRectTran, CellCount - 1);
Vector3[] l = new Vector3[4];
left.GetWorldCorners(l);
Vector3[] r = new Vector3[4];
right.GetWorldCorners(r);
if (MoveAxis == Axis.Horizontal) {
if (l[0].x>=viewRectXMin) {
return -1;
}
else if (r[3].x < viewRectXMax) {
return 1;
}
}
else {
if (l[0].y >= viewRectYMin) {
return -1;
}
else if (r[1].y < viewRectYMax) {
return 1;
}
}
return 0;
}
/// <summary>
/// Loop列表,分為-1把最右(上)邊一個移到最左(下)邊,1把最左(下)邊一個移到最右(上)邊
/// </summary>
/// <param name="dir"></param>
protected virtual void LoopCell(int dir) {
if (dir == 0) {
return;
}
RectTransform MoveCell;
RectTransform Tarborder;
Vector2 TarPos;
if (dir == 1) {
MoveCell = GetChild(viewRectTran, 0);
Tarborder = GetChild(viewRectTran, CellCount - 1);
MoveCell.SetSiblingIndex(CellCount-1);
}
else {
Tarborder = GetChild(viewRectTran, 0);
MoveCell = GetChild(viewRectTran, CellCount - 1);
MoveCell.SetSiblingIndex(0);
}
if (MoveAxis == Axis.Horizontal) {
TarPos = Tarborder.localPosition + new Vector3((CellSize.x + Spacing.x) * dir, 0,0);
}
else {
TarPos = (Vector2)Tarborder.localPosition + new Vector2(0, (CellSize.y + Spacing.y) * dir);
}
MoveCell.localPosition = TarPos;
}
/// <summary>
/// 計算一個最近的正確位置
/// </summary>
/// <returns></returns>
public virtual Vector2 CalcCorrectDeltaPos() {
Vector2 delta = Vector2.zero;
float distance = float.MaxValue;
foreach (RectTransform i in viewRectTran) {
var td = Mathf.Abs(i.localPosition.x) + Mathf.Abs(i.localPosition.y);
if (td<=distance) {
distance = td;
delta = i.localPosition;
}
else {
break;
}
}
return delta;
}
/// <summary>
/// 移動指定增量
/// </summary>
protected virtual void TweenToCorrect(Vector2 delta) {
foreach (RectTransform i in viewRectTran) {
i.localPosition += (Vector3)delta;
}
}
public enum Axis {
Horizontal,
Vertical
}
private static RectTransform GetChild(RectTransform parent, int index) {
if (parent == null||index>=parent.childCount) {
return null;
}
return parent.GetChild(index) as RectTransform;
}
}
用法和ugui的scrollrect組件是差不多的,因為本來在drag事件上有所借鑒
例圖如下:

另外,它不會像ugui的幾個布局組件一樣自動去改變子元素的大小為cellsize,cellsize只是虛擬的子元素容器大小,這個要注意下。
以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支持億速云。
免責聲明:本站發布的內容(圖片、視頻和文字)以原創、轉載和分享為主,文章觀點不代表本網站立場,如果涉及侵權請聯系站長郵箱:is@yisu.com進行舉報,并提供相關證據,一經查實,將立刻刪除涉嫌侵權內容。