标签:循环滑动列表
效果图:
使用的是UGUI和DOTween
其中比较关键的是循环滑动和层次排序:
1.循环滑动:这里先假设显示五张图片,分别标记为0,1,2,3,4,那么当向左滑动时,序列就变为1,2,3,4,0,这里先保存4的位置,然后从4开始,4的位置和大小向3渐变,3的位置和大小向2渐变,2的位置和大小向1渐变,1的位置和大小向0渐变,0的位置直接变为原来保存的4的位置。也就是说,当向左滑动时,最左端的那张图片特殊处理,其余的向左推进;当向右滑动时,最右端的那张图片特殊处理,其余的向右推进。
2.层次排序:由于使用的是UGUI,UI的排序跟在Hierarchy的位置有关。如果图片缩放得越小,就认为它越远离屏幕,因此就越靠前,会被后面的图片遮住。注意的是在缩放动画播放时,localScale是不确定的,因此要直接将当前位置的下一个位置的localScale传入,从而计算图片的"深度"。还有就是使用SetSiblingIndex时要完全确定好所有图片的排序。
using UnityEngine; using System.Collections.Generic; using DG.Tweening; public class ScrollView : MonoBehaviour { public int xOffset = 1;//x轴偏移 public int yOffset = 0;//y轴偏移 public float scale = 0.8f;//缩放倍数 public float time = 0.5f;//偏移与缩放动画的播放时间 private int left;//最左端的编号 private int right;//最右端的编号 public int itemAmount = 5;//展示的图片数 public Vector3 middlePos;//最中间的位置 public GameObject itemPrefab; private GameObject canvas; private GameObject[] sortArray; private List<GameObject> list = new List<GameObject>(); private void InstantiateItem(Vector3 pos,float scale) { GameObject go = Instantiate(itemPrefab) as GameObject; go.transform.SetParent(canvas.transform); go.transform.localPosition = pos; go.transform.localScale *= scale; InsertToSortArray(go, go.transform.localScale.x); list.Add(go); } public void Init() { left = 0; right = itemAmount - 1; canvas = GameObject.Find("Canvas"); sortArray = new GameObject[itemAmount]; int oneSideAmount = (itemAmount - 1) / 2; for(int i = oneSideAmount;i >= 1;i--) { Vector3 pos = middlePos + new Vector3(i * xOffset,i * yOffset,0) * -1; InstantiateItem(pos,Mathf.Pow(scale,i)); } InstantiateItem(middlePos,1); for(int i = 1;i <= oneSideAmount;i++) { Vector3 pos = middlePos + new Vector3(i * xOffset,i * yOffset,0); InstantiateItem(pos,Mathf.Pow(scale,i)); } Sort(); } /// <summary> /// 根据缩放倍数计算深度 /// </summary> /// <param name="scaleNum"></param> /// <returns></returns> private int CalculateDepth(float scaleNum) { float num = 0; int i = 0; while (true) { num = Mathf.Pow(scale, i); if (num != scaleNum) i++; else break; } return i; } /// <summary> /// 插入到排序数组中,数组序号越低,则越远离屏幕 /// </summary> /// <param name="go"></param> /// <param name="localScaleX"></param> private void InsertToSortArray(GameObject go, float localScaleX) { int depth = CalculateDepth(localScaleX); depth = itemAmount / 2 - depth; if (depth == itemAmount / 2) sortArray[depth * 2] = go; else if (sortArray[depth] == null) sortArray[depth] = go; else sortArray[depth + itemAmount / 2] = go; } private void Sort() { for (int i = 0; i < itemAmount; i++) { sortArray[i].transform.SetSiblingIndex(i); } sortArray = new GameObject[itemAmount]; } public void Move(int direction) { if(direction == -1)//向左滑动 { int startIndex = left; int lastIndex = right; Vector3 lastPos = list[lastIndex].transform.position; InsertToSortArray(list[startIndex], list[startIndex].transform.localScale.x); for (int i = 0; i < itemAmount - 1;i++ ) { int index = (lastIndex - i + itemAmount) % itemAmount; int preIndex = (index - 1 + itemAmount) % itemAmount; list[index].transform.DOMove(list[preIndex].transform.position,time); list[index].transform.DOScale(list[preIndex].transform.localScale,time); InsertToSortArray(list[index], list[preIndex].transform.localScale.x); } list[startIndex].transform.DOMove(lastPos,time); left = (left + 1) % itemAmount; right = (right + 1) % itemAmount; } else if (direction == 1)//向右滑动 { int startIndex = right; int lastIndex = left; Vector3 lastPos = list[lastIndex].transform.position; InsertToSortArray(list[startIndex], list[startIndex].transform.localScale.x); for (int i = 0; i < itemAmount - 1; i++) { int index = (lastIndex + i + itemAmount) % itemAmount; int preIndex = (index + 1 + itemAmount) % itemAmount; list[index].transform.DOMove(list[preIndex].transform.position, time); list[index].transform.DOScale(list[preIndex].transform.localScale, time); InsertToSortArray(list[index], list[preIndex].transform.localScale.x); } list[startIndex].transform.DOMove(lastPos, time); left = (left - 1 + itemAmount) % itemAmount; right = (right - 1 + itemAmount) % itemAmount; } Sort(); } }
不足之处:
1.只适用于展示图片数为奇数的场合
2.等等...
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标签:循环滑动列表
原文地址:http://blog.csdn.net/lyh916/article/details/46984789