Unity UGUI實現(xiàn)滑動翻頁效果
更新時間:2020年04月17日 17:08:19 作者:同燈花城
這篇文章主要為大家詳細介紹了Unity UGUI實現(xiàn)滑動翻頁效果,文中示例代碼介紹的非常詳細,具有一定的參考價值,感興趣的小伙伴們可以參考一下
本文實例為大家分享了Unity UGUI實現(xiàn)滑動翻頁效果的具體代碼,供大家參考,具體內(nèi)容如下
這個問題真的是老生常談的事情了,不過在這里還是要說一下,以便以后之需
首先看一下效果圖





最后在Content下面是一些Image

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.Collections.Generic;
using UnityEngine.EventSystems;
using System;
public class PageView : MonoBehaviour, IBeginDragHandler, IEndDragHandler {
ScrollRect rect; //滑動組件
//public ScrollRect rect2; //滑動組件2
private float targethorizontal = 0; //滑動的起始坐標
private bool isDrag = false; //是否拖拽結(jié)束
private List<float> posList = new List<float> ();//求出每頁的臨界角,頁索引從0開始
private int currentPageIndex = -1;
public Action<int> OnPageChanged;
private bool stopMove = true;
public float smooting = 4; //滑動速度
public float sensitivity = 0;
private float startTime;
private float startDragHorizontal;
void Awake () {
// rect = rect2;
rect = transform.GetComponent<ScrollRect> ();
// rect2 = transform.GetComponent<ScrollRect>();
float horizontalLength = rect.content.rect.width - GetComponent<RectTransform> ().rect.width;
//float horizontalLength2 = rect2.content.rect.width - GetComponent<RectTransform>().rect.width;
posList.Add (0);
for(int i = 1; i < rect.content.transform.childCount - 1; i++) {
posList.Add (GetComponent<RectTransform> ().rect.width * i / horizontalLength);
}
posList.Add (1);
}
void Update () {
if(!isDrag && !stopMove) {
startTime += Time.deltaTime;
float t = startTime * smooting;
rect.horizontalNormalizedPosition = Mathf.Lerp (rect.horizontalNormalizedPosition , targethorizontal , t);
// rect2.horizontalNormalizedPosition = Mathf.Lerp(rect2.horizontalNormalizedPosition, targethorizontal, t);
if (t >= 1)
stopMove = true;
}
}
public void pageTo (int index) {
if(index >= 0 && index < posList.Count) {
rect.horizontalNormalizedPosition = posList[index];
SetPageIndex(index);
} else {
Debug.LogWarning ("頁碼不存在");
}
}
private void SetPageIndex (int index) {
if(currentPageIndex != index) {
currentPageIndex = index;
if(OnPageChanged != null)
OnPageChanged (index);
}
}
public void OnBeginDrag (PointerEventData eventData) {
isDrag = true;
startDragHorizontal = rect.horizontalNormalizedPosition;
// startDragHorizontal = rect2.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);
for(int i = 1; i < posList.Count; i++) {
float temp = Mathf.Abs (posList[i] - posX);
if(temp < offset) {
index = i;
offset = temp;
}
}
SetPageIndex (index);
targethorizontal = posList[index]; //設置當前坐標,更新函數(shù)進行插值
isDrag = false;
startTime = 0;
stopMove = false;
}
}
最后看一下,怎么設置的:



剩下的就沒有什么了。
以上就是本文的全部內(nèi)容,希望對大家的學習有所幫助,也希望大家多多支持腳本之家。

