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;*/ } }