using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.Collections.Generic;
using UnityEngine.EventSystems;
using System;
using DG.Tweening;
///
/// 直接从网上找到的代码,基本可用。
///
public class PageView : MonoBehaviour, IBeginDragHandler, IEndDragHandler
{
private ScrollRect rect; //滑动组件
private float targethorizontal = 0; //滑动的起始坐标
private bool isDrag = false; //是否拖拽结束
private List posList = new List(); //求出每页的临界角,页索引从0开始
private int currentPageIndex = -1;
public Action OnPageChanged;
public RectTransform content;
private bool stopMove = true;
public float smooting = 4; //滑动速度
public float sensitivity = 0;
private float startTime;
private float startDragHorizontal;
public BottomMainTab mainTab;
void Start()
{
rect = transform.GetComponent();
var _rectWidth = GetComponent();
var tempWidth = ((float)content.transform.childCount * _rectWidth.rect.width);
content.sizeDelta = new Vector2(tempWidth, _rectWidth.rect.height);
//未显示的长度
float horizontalLength = content.rect.width - _rectWidth.rect.width;
for (int i = 0; i < rect.content.transform.childCount; i++)
{
posList.Add(_rectWidth.rect.width * i / horizontalLength);
}
currentPageIndex = 2;
}
void Update()
{
if (!isDrag && !stopMove)
{
startTime += Time.deltaTime;
float t = startTime * smooting;
rect.horizontalNormalizedPosition = Mathf.Lerp(rect.horizontalNormalizedPosition, targethorizontal, t);
if (t >= 1)
stopMove = true;
}
//Debug.Log(rect.horizontalNormalizedPosition);
}
public void pageTo(int index)
{
if (index >= 0 && index < posList.Count)
{
rect.DOHorizontalNormalizedPos(posList[index], 0.4f);
//rect.horizontalNormalizedPosition = posList[index];
SetPageIndex(index);
}
}
private void SetPageIndex(int index)
{
if (currentPageIndex != index)
{
currentPageIndex = index;
if (OnPageChanged != null)
OnPageChanged(index);
}
}
public void OnBeginDrag(PointerEventData eventData)
{
isDrag = true;
//开始拖动
startDragHorizontal = rect.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);
//Debug.Log("offset " + offset);
for (int i = 1; i < posList.Count; i++)
{
float temp = Mathf.Abs(posList[i] - posX);
//Debug.Log("temp " + temp);
//Debug.Log("i" + i);
if (temp < offset)
{
index = i;
offset = temp;
}
//Debug.Log("index " + index);
}
// 一次最多移动一个Page.
if( Math.Abs(currentPageIndex - index) > 1)
{
if (currentPageIndex > index)
index = currentPageIndex - 1;
else
index = currentPageIndex + 1;
}
//Debug.Log(index);
SetPageIndex(index);
GetIndex(index);
targethorizontal = posList[index]; //设置当前坐标,更新函数进行插值
isDrag = false;
startTime = 0;
stopMove = false;
}
public void GetIndex(int index)
{
if (this.mainTab)
mainTab.onPageSwith(index);
/*
var toogle = toggleList.GetChild(index).GetComponent();
toogle.isOn = true;*/
}
}