我是靠谱客的博主 俭朴服饰,最近开发中收集的这篇文章主要介绍【UGUI】无限列表 ScrollView List,觉得挺不错的,现在分享给大家,希望可以做个参考。

概述

无线列表的实现好处有一些,主要方法是在ScrollView的值改变的时候改变已存在的渲染子节点位置。最核心的是计算Content的大小及里面的节点位置设置。

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Assets.UI
{
/// <summary>
/// Introduction: ScrollList
/// Author:
Cheng
/// Time:
/// </summary>
[DisallowMultipleComponent]
[RequireComponent(typeof (ScrollRect))]
public class ScrollList : MonoBehaviour
{
public delegate void OnItemRender(int index, Transform child);
public OnItemRender onItemRender;
/// <summary>
/// 排序方式
/// </summary>
public enum Arrangement
{
/// <summary>
/// 横排
/// </summary>
Horizontal = 0,
/// <summary>
/// 竖排
/// </summary>
Vertical,
}
/// <summary>
/// 水平对齐
/// </summary>
public enum HorizontalAlign
{
/// <summary>
/// 居左
/// </summary>
Left,
/// <summary>
/// 居中
/// </summary>
Middle,
/// <summary>
/// 局右
/// </summary>
Right,
}
/// <summary>
/// 垂直对齐
/// </summary>
public enum VerticalAlign
{
/// <summary>
/// 居上
/// </summary>
Top,
/// <summary>
/// 居中
/// </summary>
Middle,
/// <summary>
/// 局下
/// </summary>
Bottom,
}
public Arrangement arrangement = Arrangement.Vertical;
/// <summary>
/// 当选择水平或垂直流动是有用,指每行/列最大个数
/// </summary>
public int MaxPerLine
{
get { return maxPerLine; }
set { SetMaxPerLine(value); }
}
/// <summary>
/// 行距
/// </summary>
public float rowSpace = 0;
/// <summary>
/// 列距
/// </summary>
public float columuSpace = 0;
public HorizontalAlign horizontalAlign = HorizontalAlign.Left;
public VerticalAlign verticalAlign = VerticalAlign.Top;
/// <summary>
/// 边缘留空 上
/// </summary>
public float marginTop = 0;
/// <summary>
/// 边缘留空 下
/// </summary>
public float marginBottom = 0;
/// <summary>
/// 边缘留空 左
/// </summary>
public float marginLeft = 0;
/// <summary>
/// 边缘留空 右
/// </summary>
public float marginRight = 0;
/// <summary>
/// 渲染子节点
/// </summary>
public GameObject Item
{
get { return item; }
set { SetItem(value); }
}
/// <summary>
/// 总个数
/// </summary>
public int ChildCount
{
get { return childCount; }
set { SetChildCount(value, true); }
}
/// <summary>
/// 设置显示窗口大小
/// </summary>
public Vector2 ViewPort
{
get { return viewPort; }
set { SetViewPort(value); }
}
GameObject item;
ScrollRect scrollRect;
// RectTransform mask;
Vector2 viewPort;
RectTransform content;
Vector2 itemSize;
List<Transform> items;
Dictionary<int, int> contains;
List<int> outOfContains;
int childCount; //需要渲染的总数据个数
int scrollLineIndex; //当前第一个元素索引
int totalCount; //在UI中显示的个数(不乘以maxPerLine)
Vector2 startPos; //第一个元素所在位置
int startIndex; //当前渲染起始坐标
int endIndex; //当前渲染结束坐标
int maxPerLine;
void Start()
{
maxPerLine = maxPerLine == 0 ? 1 : maxPerLine;
items = new List<Transform>();
contains = new Dictionary<int, int>();
outOfContains = new List<int>();
scrollRect = transform.GetComponent<ScrollRect>();
// mask = scrollRect.GetComponentInChildren<Mask>().rectTransform;
content = scrollRect.content;
if (content == null)
{
Debug.Log("ScrollRect " + scrollRect.gameObject.name + " Has No Content, Please Check And Retry.");
return;
}
content.anchorMax = new Vector2(0, 1);
content.anchorMin = new Vector2(0, 1);
content.pivot = new Vector2(0, 1);
ReBuild();
}
/// <summary>
/// 当子节点、Mask、maxPerLine
/// </summary>
public void ReBuild()
{
if (scrollRect == null || content == null || item == null) return;
ResetChildren();
Vector2 maskSize = viewPort;
int count = 0;
if (arrangement == Arrangement.Horizontal)
{
count = Mathf.CeilToInt(maskSize.x/itemSize.x) + 1; //横向列数
startPos = Vector2.zero;
startPos.x = marginLeft;
if (verticalAlign == VerticalAlign.Top)
{
startPos.y = -marginTop;
}
else if (verticalAlign == VerticalAlign.Middle)
{
startPos.y = -(maskSize.y*0.5f - (itemSize.y*maxPerLine + (maxPerLine - 1)*rowSpace)*0.5f);
}
else if (verticalAlign == VerticalAlign.Bottom)
{
startPos.y = -(maskSize.y - marginBottom - itemSize.y*maxPerLine - rowSpace*(maxPerLine - 1));
}
for (int i = 0; i < count; i++)
{
for (int j = 0; j < maxPerLine; j++)
{
RectTransform child = CreateItem(i*maxPerLine + j);
child.localPosition = startPos +
new Vector2(i*itemSize.x + i*columuSpace, -j*itemSize.y - j*rowSpace);
}
}
}
else if (arrangement == Arrangement.Vertical)
{
count = Mathf.CeilToInt(maskSize.y/itemSize.y) + 1; //竖向行数
startPos = Vector2.zero;
startPos.y = -marginTop; //重置开始节点位置
if (horizontalAlign == HorizontalAlign.Left)
{
startPos.x = marginLeft;
}
else if (horizontalAlign == HorizontalAlign.Middle)
{
startPos.x = (maskSize.x*0.5f - (itemSize.x*maxPerLine + (maxPerLine - 1)*columuSpace)*0.5f);
}
else if (horizontalAlign == HorizontalAlign.Right)
{
startPos.x = maskSize.x - marginRight - itemSize.x*maxPerLine - columuSpace*(maxPerLine - 1);
}
for (int i = 0; i < count; i++)
{
for (int j = 0; j < maxPerLine; j++)
{
RectTransform child = CreateItem(i*maxPerLine + j);
child.localPosition = startPos +
new Vector2(j*itemSize.x + j*columuSpace, -i*itemSize.y - i*rowSpace);
}
}
}
totalCount = count;
SetChildCount(childCount, true);
BackTop();
scrollRect.onValueChanged.RemoveAllListeners();
scrollRect.onValueChanged.AddListener(OnValueChanged);
}
/// <summary>
/// 列表滚动
/// </summary>
/// <param name="vec"></param>
private void OnValueChanged(Vector2 vec)
{
switch (arrangement)
{
case Arrangement.Horizontal:
//
if (vec.x < 0.0f || vec.x >= 1.0f)
//
return;
vec.x = Mathf.Clamp(vec.x, 0, 1);
break;
case Arrangement.Vertical:
//
if (vec.y <= 0.0f || vec.y >= 1.0f)
//
return;
vec.y = Mathf.Clamp(vec.y, 0, 1);
break;
}
int curLineIndex = GetCurLineIndex();
if (curLineIndex != scrollLineIndex)
UpdateRectItem(curLineIndex, false);
}
/// <summary>
/// 获取页面第一行索引
/// </summary>
/// <returns></returns>
private int GetCurLineIndex()
{
switch (arrangement)
{
case Arrangement.Horizontal:
return
Mathf.FloorToInt(Mathf.Abs(Mathf.Abs(content.anchoredPosition.x) - marginLeft)/
(columuSpace + itemSize.x));
case Arrangement.Vertical:
return
Mathf.FloorToInt(Mathf.Abs(Mathf.Abs(content.anchoredPosition.y) - marginTop)/
(rowSpace + itemSize.y));
}
return 0;
}
/// <summary>
/// 更新数据(待修改问出现的才刷新)
/// </summary>
/// <param name="curLineIndex"></param>
/// <param name="forceRender"></param>
private void UpdateRectItem(int curLineIndex, bool forceRender)
{
if (curLineIndex < 0)
return;
startIndex = curLineIndex*maxPerLine;
endIndex = (curLineIndex + totalCount)*maxPerLine;
if (endIndex >= childCount)
endIndex = childCount;
contains.Clear(); //渲染序号
outOfContains.Clear(); //items的索引
for (int i = 0; i < items.Count; i++)//如果当前已渲染的item中包含
{
int index = int.Parse(items[i].gameObject.name);
if (index < startIndex || index >= endIndex)
{
outOfContains.Add(i);
items[i].gameObject.SetActive(false);
}
else
{
items[i].gameObject.SetActive(true);
contains.Add(index, i);
}
}
// *************更改渲染****************
for (int i = startIndex; i < endIndex; i++)
{
if (!contains.ContainsKey(i))
{
Transform child = items[outOfContains[0]];
outOfContains.RemoveAt(0);
child.gameObject.SetActive(true);
int row = i/maxPerLine;
int col = i%maxPerLine;
if (arrangement == Arrangement.Vertical)
child.localPosition = startPos +
new Vector2(col*itemSize.x + (col)*columuSpace,
-row*itemSize.y - (row)*rowSpace);
else
child.localPosition = startPos +
new Vector2(row*itemSize.x + (row)*columuSpace,
-col*itemSize.y - (col)*rowSpace);
child.gameObject.name = i.ToString();
if (onItemRender != null)
onItemRender(i, child);
}
else if (forceRender)
{
if (onItemRender != null)
onItemRender(i, items[contains[i]]);
}
}
scrollLineIndex = curLineIndex;
}
/// <summary>
/// 移除当前所有
/// </summary>
private void ResetChildren()
{
items.Clear();
for (int i = 0; i < content.childCount; i++)
{
Transform child = content.GetChild(i);
child.gameObject.SetActive(false);
}
}
/// <summary>
/// 创建新节点
/// </summary>
/// <param name="index"></param>
private RectTransform CreateItem(int index)
{
Transform child;
if (content.childCount > index)
{
child = content.GetChild(index);
}
else
{
GameObject obj = GameObject.Instantiate(item) as GameObject;
obj.transform.SetParent(content);
obj.transform.localScale = Vector3.one;
child = obj.transform;
}
child.gameObject.name = index.ToString();
items.Add(child);
return child as RectTransform;
}
/// <summary>
/// 设置资源
/// </summary>
/// <param name="child"></param>
public void SetItem(GameObject child)
{
if (child == null) return;
this.item = child;
RectTransform itemTrans = child.transform as RectTransform;
itemTrans.pivot = new Vector2(0, 1);
itemSize = itemTrans.sizeDelta;
ReBuild();
}
/// <summary>
/// 更新需要渲染的个数
/// </summary>
/// <param name="value"></param>
public void SetChildCount(int value, bool forceRender)
{
if (value < 0) childCount = 0;
else childCount = value;
if (content == null) return;
int rc = Mathf.CeilToInt((float) childCount/(float) maxPerLine); //设置content的大小
if (arrangement == Arrangement.Horizontal)
{
content.sizeDelta = new Vector2(marginLeft + marginRight + itemSize.x*rc + columuSpace*(rc - 1),
viewPort.y);
if (content.sizeDelta.x > viewPort.x && content.anchoredPosition.x < viewPort.x - content.sizeDelta.x)
content.anchoredPosition = new Vector2(viewPort.x - content.sizeDelta.x, content.anchoredPosition.y);
}
else
{
content.sizeDelta = new Vector2(viewPort.x, marginTop + marginBottom + itemSize.y*rc + rowSpace*(rc - 1));
if (content.sizeDelta.y > viewPort.y && content.anchoredPosition.y > content.sizeDelta.y - viewPort.y)
content.anchoredPosition = new Vector2(content.anchoredPosition.x, content.sizeDelta.y - viewPort.y);
}
UpdateRectItem(GetCurLineIndex(), true);
}
/// <summary>
/// 添加子节点
/// </summary>
/// <param name="index"></param>
public void AddChild(int index)
{
if (index < 0) return;
startIndex = scrollLineIndex*maxPerLine;
endIndex = (scrollLineIndex + totalCount)*maxPerLine;
SetChildCount(childCount + 1, index >= startIndex && index < endIndex);
}
/// <summary>
/// 删除子节点
/// </summary>
/// <param name="index"></param>
public void RemoveChild(int index)
{
if (index < 0 || index >= childCount) return;
startIndex = scrollLineIndex*maxPerLine;
endIndex = (scrollLineIndex + totalCount)*maxPerLine;
SetChildCount(childCount - 1, index >= startIndex && index < endIndex);
}
/// <summary>
/// 设置显示窗口大小
/// </summary>
/// <param name="port"></param>
public void SetViewPort(Vector2 port)
{
if (port == viewPort) return;
viewPort = port;
ReBuild();
}
/// <summary>
/// 设置行列最大
/// </summary>
/// <param name="max"></param>
public void SetMaxPerLine(int max)
{
maxPerLine = max;
ReBuild();
}
/// <summary>
/// 返回顶部
/// </summary>
public void BackTop()
{
content.localPosition = Vector3.zero;
UpdateRectItem(0, true);
}
/// <summary>
/// 返回底部
/// </summary>
public void BackBottom()
{
if (arrangement == Arrangement.Vertical)
{
content.localPosition = new Vector3(0, -viewPort.y + content.sizeDelta.y, 0);
}
else
{
content.localPosition = new Vector3(viewPort.x - content.sizeDelta.x, 0);
}
UpdateRectItem(Mathf.CeilToInt((float) childCount/(float) maxPerLine) - totalCount + 1, true);
}
public void RefreshViewItem()
{
UpdateRectItem(scrollLineIndex, true);
}
}
}



为了计算方便,我把他们的元点和锚点全设置为左上角,减少一大堆工作量。

实现效果如下



可以设置为多列,单列,动态切换。

为了Inspector的美观,写了一个编辑器类

using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using Assets.UI;
/// <summary>
/// Introduction: ScrollListEditor
/// Author:
Cheng
/// Time:
/// </summary>
[CustomEditor(typeof(ScrollList))]
public class ScrollListEditor : Editor
{
ScrollList script;
void OnEnable()
{
script = (ScrollList) target;
}
public override void OnInspectorGUI()
{
GUILayout.Space(10);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("排列方式");
script.arrangement = (ScrollList.Arrangement)EditorGUILayout.EnumPopup(script.arrangement);
EditorGUILayout.EndHorizontal();
GUILayout.Space(5);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("对齐方式");
EditorGUILayout.BeginVertical();
script.verticalAlign = (ScrollList.VerticalAlign)EditorGUILayout.EnumPopup(script.verticalAlign);
script.horizontalAlign = (ScrollList.HorizontalAlign)EditorGUILayout.EnumPopup(script.horizontalAlign);
EditorGUILayout.EndVertical();
EditorGUILayout.EndHorizontal();
GUILayout.Space(5);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("行距");
script.rowSpace = EditorGUILayout.FloatField(script.rowSpace);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("列距");
script.columuSpace = EditorGUILayout.FloatField(script.columuSpace);
EditorGUILayout.EndHorizontal();
GUILayout.Space(5);
EditorGUILayout.BeginHorizontal();
if(script.arrangement == ScrollList.Arrangement.Horizontal)
EditorGUILayout.PrefixLabel("每列个数");
else
EditorGUILayout.PrefixLabel("每行个数");
int num = EditorGUILayout.IntField(script.MaxPerLine);
if (num > 0 && num != script.MaxPerLine)
script.MaxPerLine = num;
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("边缘距离");
EditorGUILayout.BeginVertical();
EditorGUILayout.BeginHorizontal();
GUILayout.Label("上");
script.marginTop = EditorGUILayout.FloatField(script.marginTop);
GUILayout.Label("下");
script.marginBottom = EditorGUILayout.FloatField(script.marginBottom);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
GUILayout.Label("左");
script.marginLeft = EditorGUILayout.FloatField(script.marginLeft);
GUILayout.Label("右");
script.marginRight = EditorGUILayout.FloatField(script.marginRight);
EditorGUILayout.EndHorizontal();
EditorGUILayout.EndVertical();
EditorGUILayout.EndHorizontal();
GUILayout.Space(10);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("总个数");
script.ChildCount = EditorGUILayout.IntField(script.ChildCount);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("显示窗口");
script.ViewPort = EditorGUILayout.Vector2Field("",script.ViewPort);
EditorGUILayout.EndHorizontal();
GUILayout.Space(5);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("子节点");
script.Item = (GameObject)EditorGUILayout.ObjectField(script.Item, typeof (GameObject), true);
EditorGUILayout.EndHorizontal();
if(GUI.changed)
script.ReBuild();
}
}


效果:

当选择水平布局的时候“每行个数”会切换为“每列个数”。

由于Mask的锚点设置时相对父节点全局拉伸,我没看到怎么获取他的Size, 所以写了一个 “显示窗口” 及ViewPort来手动填他的大小。



实际使用中发现了一些问题,做出一些优化,最终代码为:

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Assets.UI
{
/// <summary>
/// Introduction: 无限列表
///
Content上禁止挂载ContentSizeFilter和LayOutGroup之类组件
/// Author:
Cheng
/// Time:
/// </summary>
[DisallowMultipleComponent]
[RequireComponent(typeof (ScrollRect))]
public class ScrollList : MonoBehaviour
{
public delegate void OnItemRender(int index, Transform child);
public OnItemRender onItemRender;
/// <summary>
/// 排序方式
/// </summary>
public enum Arrangement
{
/// <summary>
/// 横排
/// </summary>
Horizontal = 0,
/// <summary>
/// 竖排
/// </summary>
Vertical,
}
/// <summary>
/// 水平对齐
/// </summary>
public enum HorizontalAlign
{
/// <summary>
/// 居左
/// </summary>
Left,
/// <summary>
/// 居中
/// </summary>
Middle,
/// <summary>
/// 局右
/// </summary>
Right,
}
/// <summary>
/// 垂直对齐
/// </summary>
public enum VerticalAlign
{
/// <summary>
/// 居上
/// </summary>
Top,
/// <summary>
/// 居中
/// </summary>
Middle,
/// <summary>
/// 局下
/// </summary>
Bottom,
}
public Arrangement arrangement = Arrangement.Vertical;
/// <summary>
/// 当选择水平或垂直流动是有用,指每行/列最大个数
/// </summary>
public int MaxPerLine
{
get { return maxPerLine; }
set { SetMaxPerLine(value); }
}
/// <summary>
/// 行距
/// </summary>
public float rowSpace = 0;
/// <summary>
/// 列距
/// </summary>
public float columuSpace = 0;
public HorizontalAlign horizontalAlign = HorizontalAlign.Left;
public VerticalAlign verticalAlign = VerticalAlign.Top;
/// <summary>
/// 边缘留空 上
/// </summary>
public float marginTop = 0;
/// <summary>
/// 边缘留空 下
/// </summary>
public float marginBottom = 0;
/// <summary>
/// 边缘留空 左
/// </summary>
public float marginLeft = 0;
/// <summary>
/// 边缘留空 右
/// </summary>
public float marginRight = 0;
/// <summary>
/// 渲染子节点
/// </summary>
public GameObject Child
{
get { return item; }
set { SetItem(value); }
}
/// <summary>
/// 总个数
/// </summary>
public int ChildCount
{
get { return childCount; }
set { SetChildCount(value, true); }
}
/// <summary>
/// 设置显示窗口大小
/// </summary>
public Vector2 ViewPort
{
get { return viewPort; }
set { SetViewPort(value); }
}
GameObject item;
ScrollRect scrollRect;
Vector2 viewPort;
RectTransform content;
Vector2 itemSize;
List<Transform> items;
Dictionary<int, int> contains;
List<int> outOfContains;
int childCount; //需要渲染的总数据个数
int scrollLineIndex; //当前第一个元素索引
int totalCount; //在UI中显示的个数(不乘以maxPerLine)
Vector2 startPos; //第一个元素所在位置
int startIndex; //当前渲染起始坐标
int endIndex; //当前渲染结束坐标
int maxPerLine;
void Start()
{
maxPerLine = maxPerLine == 0 ? 1 : maxPerLine;
items = new List<Transform>();
contains = new Dictionary<int, int>();
outOfContains = new List<int>();
scrollRect = transform.GetComponent<ScrollRect>();
content = scrollRect.content;
if (content == null)
{
Debug.Log("ScrollRect " + scrollRect.gameObject.name + " Has No Content, Please Check And Retry.");
return;
}
viewPort = scrollRect.viewport.rect.size;
content.anchorMax = new Vector2(0, 1);
content.anchorMin = new Vector2(0, 1);
content.pivot = new Vector2(0, 1);
ReBuild();
}
/// <summary>
/// 当子节点、Mask、maxPerLine
/// </summary>
public void ReBuild()
{
if (scrollRect == null || content == null || item == null) return;
ResetChildren();
Vector2 maskSize = viewPort;
int count = 0;
if (arrangement == Arrangement.Horizontal)
{
count = Mathf.CeilToInt(maskSize.x/itemSize.x) + 1; //横向列数
startPos = Vector2.zero;
startPos.x = marginLeft;
if (verticalAlign == VerticalAlign.Top)
{
startPos.y = -marginTop;
}
else if (verticalAlign == VerticalAlign.Middle)
{
startPos.y = -(maskSize.y*0.5f - (itemSize.y*maxPerLine + (maxPerLine - 1)*rowSpace)*0.5f);
}
else if (verticalAlign == VerticalAlign.Bottom)
{
startPos.y = -(maskSize.y - marginBottom - itemSize.y*maxPerLine - rowSpace*(maxPerLine - 1));
}
//优化:不在一开始生产所有的可见格子
//for (int i = 0; i < count; i++)
//{
//
for (int j = 0; j < maxPerLine; j++)
//
{
//
RectTransform child = CreateItem(i*maxPerLine + j);
//
child.localPosition = startPos +
//
new Vector2(i*itemSize.x + i*columuSpace, -j*itemSize.y - j*rowSpace);
//
}
//}
}
else if (arrangement == Arrangement.Vertical)
{
count = Mathf.CeilToInt(maskSize.y/itemSize.y) + 1; //竖向行数
startPos = Vector2.zero;
startPos.y = -marginTop; //重置开始节点位置
if (horizontalAlign == HorizontalAlign.Left)
{
startPos.x = marginLeft;
}
else if (horizontalAlign == HorizontalAlign.Middle)
{
startPos.x = (maskSize.x*0.5f - (itemSize.x*maxPerLine + (maxPerLine - 1)*columuSpace)*0.5f);
}
else if (horizontalAlign == HorizontalAlign.Right)
{
startPos.x = maskSize.x - marginRight - itemSize.x*maxPerLine - columuSpace*(maxPerLine - 1);
}
//for (int i = 0; i < count; i++)
//{
//
for (int j = 0; j < maxPerLine; j++)
//
{
//
RectTransform child = CreateItem(i*maxPerLine + j);
//
child.localPosition = startPos +
//
new Vector2(j*itemSize.x + j*columuSpace, -i*itemSize.y - i*rowSpace);
//
}
//}
}
totalCount = count;
SetChildCount(childCount, true);
BackTop();
scrollRect.onValueChanged.RemoveAllListeners();
scrollRect.onValueChanged.AddListener(OnValueChanged);
}
/// <summary>
/// 列表滚动
/// </summary>
/// <param name="vec"></param>
private void OnValueChanged(Vector2 vec)
{
switch (arrangement)
{
case Arrangement.Horizontal:
//
if (vec.x < 0.0f || vec.x >= 1.0f)
//
return;
vec.x = Mathf.Clamp(vec.x, 0, 1);
break;
case Arrangement.Vertical:
//
if (vec.y <= 0.0f || vec.y >= 1.0f)
//
return;
vec.y = Mathf.Clamp(vec.y, 0, 1);
break;
}
int curLineIndex = GetCurLineIndex();
if (curLineIndex != scrollLineIndex)
UpdateRectItem(curLineIndex, false);
}
/// <summary>
/// 获取页面第一行索引
/// </summary>
/// <returns></returns>
private int GetCurLineIndex()
{
switch (arrangement)
{
case Arrangement.Horizontal:
return
Mathf.FloorToInt(Mathf.Abs(content.anchoredPosition.x < 0.1f? content.anchoredPosition.x : 0.1f - marginLeft)/
(columuSpace + itemSize.x));
case Arrangement.Vertical:
return
Mathf.FloorToInt(Mathf.Abs(content.anchoredPosition.y>-0.1f?content.anchoredPosition.y:-0.1f - marginTop)/
(rowSpace + itemSize.y));
}
return 0;
}
/// <summary>
/// 更新数据(待修改问出现的才刷新)
/// </summary>
/// <param name="curLineIndex"></param>
/// <param name="forceRender"></param>
private void UpdateRectItem(int curLineIndex, bool forceRender)
{
if (curLineIndex < 0)
return;
startIndex = curLineIndex*maxPerLine;
endIndex = (curLineIndex + totalCount)*maxPerLine;
if (endIndex >= childCount)
endIndex = childCount;
contains.Clear(); //渲染序号
outOfContains.Clear(); //items的索引
for (int i = 0; i < items.Count; i++)//如果当前已渲染的item中包含
{
int index = int.Parse(items[i].gameObject.name);
if (index < startIndex || index >= endIndex)
{
outOfContains.Add(i);
items[i].gameObject.SetActive(false);
}
else
{
items[i].gameObject.SetActive(true);
contains.Add(index, i);
}
}
// *************更改渲染****************
for (int i = startIndex; i < endIndex; i++)
{
if (!contains.ContainsKey(i))
{
Transform child = items[outOfContains[0]];
outOfContains.RemoveAt(0);
child.gameObject.SetActive(true);
int row = i/maxPerLine;
int col = i%maxPerLine;
if (arrangement == Arrangement.Vertical)
child.localPosition = startPos +
new Vector2(col*itemSize.x + (col)*columuSpace,
-row*itemSize.y - (row)*rowSpace);
else
child.localPosition = startPos +
new Vector2(row*itemSize.x + (row)*columuSpace,
-col*itemSize.y - (col)*rowSpace);
child.gameObject.name = i.ToString();
if (onItemRender != null)
onItemRender(i, child);
}
else if (forceRender)
{
if (onItemRender != null)
onItemRender(i, items[contains[i]]);
}
}
scrollLineIndex = curLineIndex;
}
/// <summary>
/// 移除当前所有
/// </summary>
private void ResetChildren()
{
items.Clear();
for (int i = 0; i < content.childCount; i++)
{
Transform child = content.GetChild(i);
child.gameObject.SetActive(false);
}
}
/// <summary>
/// 创建新节点
/// </summary>
/// <param name="index"></param>
private RectTransform CreateItem(int index)
{
Transform child;
if (content.childCount > index)
{
child = content.GetChild(index);
}
else
{
GameObject obj = GameObject.Instantiate(item) as GameObject;
obj.transform.SetParent(content);
obj.transform.localScale = Vector3.one;
child = obj.transform;
}
child.gameObject.name = index.ToString();
items.Add(child);
return child as RectTransform;
}
/// <summary>
/// 设置资源
/// </summary>
/// <param name="child"></param>
public void SetItem(GameObject child)
{
if (child == null) return;
this.item = child;
RectTransform itemTrans = child.transform as RectTransform;
itemTrans.pivot = new Vector2(0, 1);
itemSize = itemTrans.sizeDelta;
ReBuild();
}
/// <summary>
/// 更新需要渲染的个数
/// </summary>
/// <param name="value"></param>
public void SetChildCount(int value, bool forceRender)
{
if (value < 0) childCount = 0;
else childCount = value;
if(totalCount <= 0)//还未初始化
return;
if (value > items.Count && items.Count < maxPerLine * totalCount)
{
//当前格子数量少于应生成的数量
int count = items.Count;
int max = value < maxPerLine*totalCount ? value : maxPerLine*totalCount;
for (int i = count; i < max; i++)
{
int row = i / maxPerLine;
int col = i % maxPerLine;
RectTransform child = CreateItem(i);
if (arrangement == Arrangement.Vertical)
child.localPosition = startPos +
new Vector2(col * itemSize.x + (col) * columuSpace,
-row * itemSize.y - (row) * rowSpace);
else
child.localPosition = startPos +
new Vector2(row * itemSize.x + (row) * columuSpace,
-col * itemSize.y - (col) * rowSpace);
}
}
if (content == null) return;
int rc = Mathf.CeilToInt((float) childCount/(float) maxPerLine); //设置content的大小
if (arrangement == Arrangement.Horizontal)
{
content.sizeDelta = new Vector2(marginLeft + marginRight + itemSize.x*rc + columuSpace*(rc - 1),
viewPort.y);
if (content.sizeDelta.x > viewPort.x && content.anchoredPosition.x < viewPort.x - content.sizeDelta.x)
content.anchoredPosition = new Vector2(viewPort.x - content.sizeDelta.x, content.anchoredPosition.y);
}
else
{
content.sizeDelta = new Vector2(viewPort.x, marginTop + marginBottom + itemSize.y*rc + rowSpace*(rc - 1));
if (content.sizeDelta.y > viewPort.y && content.anchoredPosition.y > content.sizeDelta.y - viewPort.y)
content.anchoredPosition = new Vector2(content.anchoredPosition.x, content.sizeDelta.y - viewPort.y);
}
UpdateRectItem(GetCurLineIndex(), true);
}
/// <summary>
/// 添加子节点
/// </summary>
/// <param name="index"></param>
public void AddChild(int index)
{
if (index < 0) return;
startIndex = scrollLineIndex*maxPerLine;
endIndex = (scrollLineIndex + totalCount)*maxPerLine;
SetChildCount(childCount + 1, index >= startIndex && index < endIndex);
}
/// <summary>
/// 删除子节点
/// </summary>
/// <param name="index"></param>
public void RemoveChild(int index)
{
if (index < 0 || index >= childCount) return;
startIndex = scrollLineIndex*maxPerLine;
endIndex = (scrollLineIndex + totalCount)*maxPerLine;
SetChildCount(childCount - 1, index >= startIndex && index < endIndex);
}
/// <summary>
/// 设置显示窗口大小(现在貌似可以废弃了)
/// </summary>
/// <param name="port"></param>
public void SetViewPort(Vector2 port)
{
if (port == viewPort) return;
viewPort = port;
ReBuild();
}
/// <summary>
/// 设置行列最大
/// </summary>
/// <param name="max"></param>
public void SetMaxPerLine(int max)
{
maxPerLine = max;
ReBuild();
}
/// <summary>
/// 返回顶部
/// </summary>
public void BackTop()
{
content.localPosition = Vector3.zero;
UpdateRectItem(0, true);
}
/// <summary>
/// 返回底部
/// </summary>
public void BackBottom()
{
if (arrangement == Arrangement.Vertical)
{
content.localPosition = new Vector3(0, -viewPort.y + content.sizeDelta.y, 0);
}
else
{
content.localPosition = new Vector3(viewPort.x - content.sizeDelta.x, 0);
}
UpdateRectItem(Mathf.CeilToInt((float) childCount/(float) maxPerLine) - totalCount + 1, true);
}
public void RefreshViewItem()
{
UpdateRectItem(scrollLineIndex, true);
}
public void SetArrangement(int arr)
{
arrangement = (Arrangement) arr;
}
public void SetHorizontal(int h)
{
horizontalAlign = (HorizontalAlign) h;
}
public void SetVerticle(int v)
{
verticalAlign = (VerticalAlign) v;
}
}
}


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