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turnpage

NGUIusingSystem;usingUnityEng

//NGUI............................................................

using System;
using UnityEngine;
using System.Collections;


public class ScrollViewTurnPage : MonoBehaviour
{
    [Header("一页的宽度,一般就是ScrollView的宽度")]
    [SerializeField] private int m_pageWidth = 600;
    [Range(5.0f, 55.0f)]
    [SerializeField] private int m_springStrength = 35;
    private int m_totalPages = 4; //固定的时候,写的页数
    [Header("列数")]
    [SerializeField] private int m_columns = 4;
    [Header("行数")]
    [SerializeField] private int m_row = 3;


#region Public Interface
    public void PreviousPage()
    {
        if (m_bHorizontal)
        {
            if (m_currPage > 1) Page(m_pageWidth);
        }
        else
        {
            if (m_currPage         }
    }


    public void NextPage()
    {
        if (m_bHorizontal)
        {
            if (m_currPage         }
        else
        {
            if (m_currPage > 1) Page(-m_pageWidth);
        }
    }


    public int CurrentPage
    {
        get { return m_currPage; }
    }


    public int TotalPages
    {
        get { return m_totalPages; }
        set { m_totalPages = value; }
    }


    public int OnePageItemsMaxNum
    {
        get { return m_columns * m_row; }
    }


    public int ItemColumns
    {
        get { return m_columns; }
    }


    public int PageWidth
    {
        get { return m_pageWidth; }
    }


    #endregion


#region private interface
    private int m_currPage = 1;
    private UIScrollView m_scrollView = null;
    private float m_nowLocation = 0;
    private bool m_bDrag = false;
    private bool m_bSpringMove = false;
    private SpringPanel m_springPanel = null;
    private bool m_bHorizontal = true;


    void Awake()
    {
        m_scrollView = gameObject.GetComponent();
        if (m_scrollView == null)
            m_scrollView = gameObject.AddComponent();


        m_springPanel = GetComponent();
        if (m_springPanel == null) m_springPanel = gameObject.AddComponent();
        m_springPanel.enabled = true;


        m_scrollView.onDragStarted = OnDragStarted;
        m_scrollView.onMomentumMove = onMomentumMove;
        m_scrollView.onStoppedMoving = onStoppedMoving;
        m_scrollView.onDragFinished = onDragFinished;
        m_bHorizontal = m_scrollView.movement == UIScrollView.Movement.Horizontal ? true : false;
        onStoppedMoving();
    }
    
    void onDragFinished()
    {
        onMomentumMove();
    }


    void OnDragStarted()
    {
        m_bDrag = false;
        SetNowLocation();
    }


    void onMomentumMove()
    {
        if (m_bDrag) return;
        Vector3 v3 = transform.localPosition;
        float value = 0;
        if (m_bHorizontal)
        {
            value = m_nowLocation - v3.x;
            //if (Mathf.Abs(value)             if (value > 0)
            {
                if (m_currPage             }
            else
            {
                if (m_currPage > 1) Page(m_pageWidth);
            }
        }
        else
        {
            value = m_nowLocation - v3.y;
            //if (Mathf.Abs(value)             if (value > 0)
            {
                if (m_currPage > 1) Page(-m_pageWidth);
            }
            else
            {
                if (m_currPage             }
        }
    }


    void Page(float value)
    {
        m_bSpringMove = true;
        m_bDrag = true;
        //m_springPanel = GetComponent();
        //if (m_springPanel == null) m_springPanel = gameObject.AddComponent();
        m_springPanel.enabled = false;
        Vector3 pos = m_springPanel.target;
        pos = m_bHorizontal ? new Vector3(pos.x + value, pos.y, pos.z) : new Vector3(pos.x, pos.y + value, pos.z);
        if (!SetIndexPage(pos)) return;
        SpringPanel.Begin(gameObject, pos, m_springStrength).strength = 10.0f;
        m_springPanel.onFinished = SpringPanleMoveEnd;
        //Debug.Log("current Page ==" + m_currPage);
    }


    void SpringPanleMoveEnd()
    {
        m_bSpringMove = false;
        //重新定位
    }


    void onStoppedMoving()
    {
        m_bDrag = false;
        SetNowLocation();
    }


    void SetNowLocation()
    {
        if (m_bHorizontal)
        {
            m_nowLocation = gameObject.transform.localPosition.x;
        }
        else
        {
            m_nowLocation = gameObject.transform.localPosition.y;
        }
    }


    bool SetIndexPage(Vector3 v3)
    {
        float value = m_bHorizontal ? v3.x : v3.y;
        //if (m_bHorizontal)
        //{
        //    if (value > 0 || value <(m_totalPages) * -m_pageWidth) return false;
        //}
        //else
        //{
        //    if (value <0 || value > (m_totalPages - 1) * m_pageWidth) return false;
        //}
        value &#61; Mathf.Abs(value);
        m_currPage &#61; (int) (value / m_pageWidth) &#43; 1;
        return true;
    }
#endregion
}

 

 

简单的实现了下NGUI的上下翻页。有两个接口&#xff0c;分别是上一页和下一页。

用法如下。

如上图&#xff0c;第一个参数为 Page的宽或高&#xff0c;具体由你的滑动组件设定的方向定。

第二个参数为滑动系数&#xff0c;即&#xff0c;滑动了多远就翻页

第三个参数为总页数。

依赖组件。UIScrollView&#xff0c;UICenterOnChild。

脚本和Scroll一起

分页父物体绑上居中脚本。为Scroll的子物体

这个基本功能没问题。但是有一个小缺陷。就是Panel的坐标必须为中心点。如果需要位移需要再加一个父物体。让滑动组件依赖的Panel的相对坐标都为0.

原因是因为我用的坐标去计算的当前页。大家如果有空。可以改为偏移量就能解决这问题。

因为我也用不上这个。这个是写给学员参考的。所以就懒得改了。大家需要的改的话。可以自行修改。

最后。上脚本。

 

  1. usingUnityEngine;
  2. usingSystem.Collections;
  3.  
  4. publicclassYouKeTurnPage:MonoBehaviour
  5. {
  6. ///
  7. /// 每页宽度(游-客-学-院)
  8. ///
  9. publicfloat pageWidth;
  10. ///
  11. /// 翻页力度(游.客.学.院)
  12. ///
  13. publicintEffortsFlip&#61;50;
  14. ///
  15. /// 总页数
  16. ///
  17. publicint pageNums&#61;0;
  18.  
  19. ///
  20. /// 当前所在页
  21. ///
  22. publicint pageIndex
  23. {
  24. get
  25. {
  26. return mPageIndex;
  27. }
  28. }
  29. ///
  30. /// 当前所在页
  31. ///
  32. privateint mPageIndex&#61;1;
  33. privateUIScrollView mScrollView&#61;null;
  34. privatefloat nowLocation&#61;0;
  35. private bool isDrag&#61;false;
  36. private bool isSpringMove&#61;false;
  37. privateSpringPanel mSp&#61;null;
  38. private bool isHorizontal&#61;true;
  39.  
  40. voidAwake()
  41. {
  42. mScrollView&#61; gameObject.GetComponent();
  43. if(mScrollView&#61;&#61;null)
  44. {
  45. mScrollView&#61; gameObject.AddComponent();
  46. }
  47.  
  48. mScrollView.onDragStarted&#61;OnDragStarted;
  49. mScrollView.onMomentumMove&#61; onMomentumMove;
  50. mScrollView.onStoppedMoving&#61; onStoppedMoving;
  51. if(mScrollView.movement&#61;&#61;UIScrollView.Movement.Horizontal)
  52. {
  53. isHorizontal&#61;true;
  54. }
  55. else
  56. {
  57. isHorizontal&#61;false;
  58. }
  59. onStoppedMoving();
  60. }
  61.  
  62. voidOnDragStarted()
  63. {
  64. isDrag&#61;false;
  65. SetNowLocation();
  66. }
  67.  
  68. void onMomentumMove()
  69. {
  70. if(isDrag)return;
  71. Vector3 v3&#61; transform.localPosition;
  72. float value&#61;0;
  73. if(isHorizontal)
  74. {
  75. value&#61; nowLocation- v3.x;
  76. if(Mathf.Abs(value)<EffortsFlip)return;
  77. if(value>0)
  78. {
  79. if(mPageIndex< pageNums)Page(-pageWidth);
  80. }
  81. else
  82. {
  83. if(mPageIndex>1)Page(pageWidth);
  84. }
  85. }
  86. else
  87. {
  88. value&#61; nowLocation- v3.y;
  89. if(Mathf.Abs(value)<EffortsFlip)return;
  90. if(value>0)
  91. {
  92. if(mPageIndex>1)Page(-pageWidth);
  93. }
  94. else
  95. {
  96. if(mPageIndex< pageNums)Page(pageWidth);
  97. }
  98. }
  99. }
  100.  
  101. voidPage(float value)
  102. {
  103. isSpringMove&#61;true;
  104. isDrag&#61;true;
  105. mSp&#61;GetComponent();
  106. if(mSp&#61;&#61;null)mSp&#61; gameObject.AddComponent();
  107. //mSp.enabled &#61; false;
  108. Vector3 pos&#61; mSp.target;
  109. pos&#61; isHorizontal?newVector3(pos.x&#43; value, pos.y, pos.z):newVector3(pos.x, pos.y&#43; value, pos.z);
  110. if(!SetIndexPage(pos))return;
  111. SpringPanel.Begin(gameObject, pos,13f).strength&#61;8f;
  112. mSp.onFinished&#61;SpringPanleMoveEnd;
  113. Debug.Log("page index&#61;"&#43;mPageIndex);
  114. }
  115.  
  116. voidSpringPanleMoveEnd()
  117. {
  118. isSpringMove&#61;false;
  119. }
  120.  
  121. void onStoppedMoving()
  122. {
  123. isDrag&#61;false;
  124. SetNowLocation();
  125. }
  126.  
  127. voidSetNowLocation()
  128. {
  129. if(isHorizontal)
  130. {
  131. nowLocation&#61; gameObject.transform.localPosition.x;
  132. }
  133. else
  134. {
  135. nowLocation&#61; gameObject.transform.localPosition.y;
  136. }
  137. }
  138.  
  139. boolSetIndexPage(Vector3 v3)
  140. {
  141. float value&#61; isHorizontal? v3.x: v3.y;
  142. //Debug.Log((pageNums - 1) * pageWidth);
  143. if(isHorizontal)
  144. {
  145. if(value>0|| value<(pageNums-1)*-pageWidth)returnfalse;
  146. }
  147. else
  148. {
  149. if(value<0|| value>(pageNums-1)* pageWidth)returnfalse;
  150. }
  151.  
  152. value&#61;Mathf.Abs(value);
  153. mPageIndex&#61;(int)(value/ pageWidth)&#43;1;
  154.  
  155. returntrue;
  156. }
  157.  
  158. #region 公共接口 游*客*学*院
  159.  
  160. ///
  161. /// 上一页
  162. ///
  163. publicvoidPreviousPage()
  164. {
  165. if(isHorizontal)
  166. {
  167. if(mPageIndex>1)Page(pageWidth);
  168. }
  169. else
  170. {
  171. if(mPageIndex< pageNums)Page(pageWidth);
  172. }
  173. }
  174.  
  175. ///
  176. /// 下一页
  177. ///
  178. publicvoidNextPage()
  179. {
  180. if(isHorizontal)
  181. {
  182. if(mPageIndex< pageNums)Page(-pageWidth);
  183. }
  184. else
  185. {
  186. if(mPageIndex>1)Page(-pageWidth);
  187. }
  188. }
  189. #endregion
  190. }

 

//UGUI..............................................\

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;

public class GridItem {
    public string cnName;
    public string usName;

    public GridItem(string cnN,string usN) {
        cnName &#61; cnN;
        usName &#61; usN;
    }
}

public class PaginationPanel : MonoBehaviour
{
    ///


    /// 当前页面索引
    ///

    public int m_PageIndex &#61; 1;

    ///
    /// 总页数
    ///

    public int m_PageCount &#61; 0;

    ///
    /// 每页元素数
    ///

    public int m_PerPageCount &#61; 0;

    ///
    /// 元素总个数
    ///

    public int m_ItemsCount &#61; 0;

    ///
    /// 元素列表
    ///

    public List m_ItemsList;

    ///
    /// 上一页
    ///

    public Button m_BtnPrevious;

    ///
    /// 下一页
    ///

    public Button m_BtnNext;

    ///
    /// 显示当前页数的标签
    ///

    public Text m_PanelText;

    public Transform m_FrontPanel;
    public Transform m_BackPanel;

    public bool m_IsTouching;
    [Range(-1,1)]
    public float m_TouchDelta;

    public float m_MoveSpeed &#61; 5f;
    public float m_FadeDistance;
    public Vector3 m_PrePos;
    public Vector3 m_CenterPos;
    public Vector3 m_NextPos;

    public bool m_DoPrevious;
    public bool m_DoNext;

    public float m_CurrAlpha;
    private bool m_HasPrevious;
    private bool m_HasNext;
    private bool m_IsSaveBeforeTouch;
    public int m_FrontPanelPageIndex;
    private bool m_CanChangePage;
    private bool m_IsBackPageIndex;
    void Start()
    {
        InitGUI();
        InitItems();
    }

    ///
    /// 初始化GUI
    ///

    private void InitGUI()
    {
        //m_BtnNext &#61; GameObject.Find("Canvas/Panel/BtnNext").GetComponent

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