UGUI 轮播图组件实现

要用到,于是就自已做了一个,自认为封装上还是OK的,开发于unity5.1.2。

支持自动轮播、手势切换、代码调用切换;支持水平和竖直两个方向以及正负方向轮播,轮播索引改变有回调可以用,也可以获取到当前处于正中的子元素。

要注意的是,向轮播列表中加入新元素不能直接setparent,要调用该组件的AddChild方法

下面是鄙人的代码:

/// 主要关注属性、事件及函数:
///     public int CurrentIndex;
///     public Action 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;
/// 
/// 轮播图组件
/// 
[RequireComponent(typeof(RectTransform)), ExecuteInEditMode]
public class Carousel : UIBehaviour, IEventSystemHandler, IBeginDragHandler, IInitializePotentialDragHandler, IDragHandler, IEndDragHandler, ICanvasElement {

    /// 
    /// 子物体size
    /// 
    public Vector2 CellSize;
    /// 
    /// 子物体间隔
    /// 
    public Vector2 Spacing;
    /// 
    /// 方向
    /// 
    public Axis MoveAxis;
    /// 
    /// Tween时的步数
    /// 
    public int TweenStepCount = 10;
    /// 
    /// 自动轮播
    /// 
    public bool AutoLoop = false;
    /// 
    /// 轮播间隔
    /// 
    public float LoopSpace = 1;
    /// 
    /// 轮播方向--1为向左移动,-1为向右移动
    /// 
    public int LoopDir = 1;
    /// 
    /// 可否拖动
    /// 
    public bool Drag = true;
    /// 
    /// 位于正中的子元素变化的事件,参数为index
    /// 
    public Action OnIndexChange;
    /// 
    /// 当前处于正中的元素
    /// 
    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();
        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;
    }
    /// 
    /// 加子物体到当前列表的最后面
    /// 
    /// 
    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()) {
            //实现在必要时loop子元素
            if (Application.isPlaying) {
                int s = GetBoundaryState();
                LoopCell(s);
            }
            //缓动回指定位置
            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);
            }
            //自动loop
            if (AutoLoop && !m_IsNormalizing && EnsureListCanAdjust()) {
                currTimeDelta += Time.deltaTime;
                if (currTimeDelta>LoopSpace) {
                    currTimeDelta = 0;
                    MoveToIndex(m_index + LoopDir);
                }
            }
            //检测index是否变化
            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;
        }
    }
    /// 
    /// 移动到指定索引
    /// 
    /// 
    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;
    }
    /// 
    /// List是否处于可自由调整状态
    /// 
    /// 
    public virtual bool EnsureListCanAdjust() {
        return !m_Dragging && ContentIsLongerThanRect();
    }
    /// 
    /// 内容是否比显示范围大
    /// 
    /// 
    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;
    }
    /// 
    /// 检测边界情况,分为0未触界,-1左(下)触界,1右(上)触界
    /// 
    /// 
    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;
    }
    /// 
    /// Loop列表,分为-1把最右(上)边一个移到最左(下)边,1把最左(下)边一个移到最右(上)边
    /// 
    /// 
    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;
    }
    /// 
    /// 计算一个最近的正确位置
    /// 
    /// 
    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;
    }
    /// 
    /// 移动指定增量
    /// 
    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组件是差不多的,因为本来在drag事件上有所借鉴

例图如下:

UGUI 轮播图组件实现_第1张图片

另外,它不会像ugui的几个布局组件一样自动去改变子元素的大小为cellsize,cellsize只是虚拟的子元素容器大小,这个要注意下。

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