UGUI 分页渐变居中效果
代码相当冗长,仅作自己记录
在此分页上修改的https://blog.csdn.net/qinyuanpei/article/details/49781133
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 = cnN;
usName = usN;
}
}
public class PaginationPanel : MonoBehaviour
{
/// <summary>
/// 当前页面索引
/// </summary>
public int m_PageIndex = 1;
/// <summary>
/// 总页数
/// </summary>
public int m_PageCount = 0;
/// <summary>
/// 每页元素数
/// </summary>
public int m_PerPageCount = 0;
/// <summary>
/// 元素总个数
/// </summary>
public int m_ItemsCount = 0;
/// <summary>
/// 元素列表
/// </summary>
public List<GridItem> m_ItemsList;
/// <summary>
/// 上一页
/// </summary>
public Button m_BtnPrevious;
/// <summary>
/// 下一页
/// </summary>
public Button m_BtnNext;
/// <summary>
/// 显示当前页数的标签
/// </summary>
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 = 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();
}
/// <summary>
/// 初始化GUI
/// </summary>
private void InitGUI()
{
//m_BtnNext = GameObject.Find("Canvas/Panel/BtnNext").GetComponent<Button>();
//m_BtnPrevious = GameObject.Find("Canvas/Panel/BtnPrevious").GetComponent<Button>();
//m_PanelText = GameObject.Find("Canvas/Panel/Text").GetComponent<Text>();
//为上一页和下一页添加事件
m_BtnNext.onClick.AddListener(() => { OnNextBtnClick(); });
m_BtnPrevious.onClick.AddListener(() => { OnPreviousBtnClick(); });
m_PerPageCount = m_FrontPanel.childCount;
m_FadeDistance = Mathf.Abs(m_FrontPanel.localPosition.y - m_BackPanel.localPosition.y);
m_PrePos = m_FrontPanel.localPosition;
m_PrePos.y += m_FadeDistance;
m_NextPos = m_FrontPanel.localPosition;
m_NextPos.y -= m_FadeDistance;
m_CenterPos = m_FrontPanel.localPosition;
m_CanChangePage = true;
m_FrontPanelPageIndex = 1;
}
/// <summary>
/// 初始化元素
/// </summary>
private void InitItems()
{
//准备一个存储着12生肖信息的数组
GridItem[] items = new GridItem[]
{
new GridItem("鼠","Mouse"),
new GridItem("牛","Ox"),
new GridItem("虎","Tiger"),
new GridItem("兔","Rabbit"),
new GridItem("龙","Dragon"),
new GridItem("蛇","Snake"),
new GridItem("马","Horse"),
new GridItem("羊","Goat"),
new GridItem("猴","Monkey"),
new GridItem("鸡","Rooster"),
new GridItem("狗","Dog"),
new GridItem("猪","Pig")
};
//利用12生肖数组来随机生成列表
m_ItemsList = new List<GridItem>();
for (int i = 0; i < items.Length; i++)
{
m_ItemsList.Add(items[i]);
}
//计算元素总个数
m_ItemsCount = m_ItemsList.Count;
//计算总页数
m_PageCount = (m_ItemsCount % m_PerPageCount) == 0 ? m_ItemsCount / m_PerPageCount : (m_ItemsCount / m_PerPageCount) + 1;
BindPage(m_FrontPanel, m_PageIndex);
//更新界面页数
m_PanelText.text = string.Format("{0}/{1}", m_PageIndex.ToString(), m_PageCount.ToString());
}
private void Update()
{
if (m_IsTouching)
{
if (!m_IsSaveBeforeTouch) {
m_IsSaveBeforeTouch = true;
m_FrontPanelPageIndex = m_PageIndex;
}
if (m_TouchDelta > 0)
{
if (!m_HasPrevious && m_FrontPanelPageIndex > 1)
{
m_HasNext = false;
m_HasPrevious = true;
TouchPrevious();
}
if (m_DoPrevious)
{
m_IsBackPageIndex = false;
m_BackPanel.localPosition = Vector3.Lerp(m_PrePos, m_CenterPos, Mathf.Abs(m_TouchDelta));
m_BackPanel.GetComponent<CanvasGroup>().alpha = Mathf.Abs(m_TouchDelta);
}
m_FrontPanel.localPosition = Vector3.Lerp(m_CenterPos, m_NextPos, Mathf.Abs(m_TouchDelta));
m_FrontPanel.GetComponent<CanvasGroup>().alpha = 1 - Mathf.Abs(m_TouchDelta);
}
else if (m_TouchDelta < 0)
{
if (!m_HasNext && m_FrontPanelPageIndex < m_PageCount)
{
m_HasNext = true;
m_HasPrevious = false;
TouchNext();
}
if (m_DoNext)
{
m_IsBackPageIndex = false;
m_BackPanel.localPosition = Vector3.Lerp(m_NextPos, m_CenterPos, Mathf.Abs(m_TouchDelta));
m_BackPanel.GetComponent<CanvasGroup>().alpha = Mathf.Abs(m_TouchDelta);
}
m_FrontPanel.localPosition = Vector3.Lerp(m_CenterPos, m_PrePos, Mathf.Abs(m_TouchDelta));
m_FrontPanel.GetComponent<CanvasGroup>().alpha = 1 - Mathf.Abs(m_TouchDelta);
}
}
else {
m_HasNext = false;
m_HasPrevious = false;
m_IsSaveBeforeTouch = false;
float a = Mathf.Abs(m_FrontPanel.localPosition.y - m_CenterPos.y) / m_FadeDistance;
m_CurrAlpha = a;
if (m_TouchDelta >= 0.5f)
{
//float a = Mathf.Abs(m_FrontPanel.localPosition.y - m_CenterPos.y) / m_FadeDistance;
if (m_DoPrevious)
{
m_BackPanel.localPosition = Vector3.Lerp(m_BackPanel.localPosition, m_CenterPos, m_MoveSpeed * Time.deltaTime);
m_BackPanel.GetComponent<CanvasGroup>().alpha = a;
m_FrontPanel.localPosition = Vector3.Lerp(m_FrontPanel.localPosition, m_NextPos, m_MoveSpeed * Time.deltaTime);
m_FrontPanel.GetComponent<CanvasGroup>().alpha = 1 - a;
if (1 - a < 0.01f)
{
m_TouchDelta = 0;
SwitchPanel();
}
}
else {
m_TouchDelta = 0;
}
}
else if (m_TouchDelta <= -0.5f)
{
//float a = Mathf.Abs(m_FrontPanel.localPosition.y - m_CenterPos.y) / m_FadeDistance;
if (m_DoNext)
{
m_BackPanel.localPosition = Vector3.Lerp(m_BackPanel.localPosition, m_CenterPos, m_MoveSpeed * Time.deltaTime);
m_BackPanel.GetComponent<CanvasGroup>().alpha = a;
m_FrontPanel.localPosition = Vector3.Lerp(m_FrontPanel.localPosition, m_PrePos, m_MoveSpeed * Time.deltaTime);
m_FrontPanel.GetComponent<CanvasGroup>().alpha = 1 - a;
if (1 - a < 0.01f)
{
m_TouchDelta = 0;
SwitchPanel();
}
}
else {
m_TouchDelta = 0;
}
}
else {
//float a = Mathf.Abs(m_FrontPanel.localPosition.y - m_CenterPos.y) / m_FadeDistance;
if (m_DoPrevious)
{
if (!m_IsBackPageIndex) {
m_IsBackPageIndex = true;
m_PageIndex = m_FrontPanelPageIndex;
}
if (m_PageIndex < m_PageCount && m_PageIndex > 1) {
m_BackPanel.localPosition = Vector3.Lerp(m_BackPanel.localPosition, m_PrePos, m_MoveSpeed * Time.deltaTime);
m_BackPanel.GetComponent<CanvasGroup>().alpha = a;
}
}
else if (m_DoNext) {
if (!m_IsBackPageIndex)
{
m_IsBackPageIndex = true;
m_PageIndex = m_FrontPanelPageIndex;
}
if (m_PageIndex < m_PageCount && m_PageIndex > 1) {
m_BackPanel.localPosition = Vector3.Lerp(m_BackPanel.localPosition, m_NextPos, m_MoveSpeed * Time.deltaTime);
m_BackPanel.GetComponent<CanvasGroup>().alpha = a;
}
}
m_FrontPanel.localPosition = Vector3.Lerp(m_FrontPanel.localPosition,m_CenterPos, m_MoveSpeed * Time.deltaTime);
m_FrontPanel.GetComponent<CanvasGroup>().alpha = 1 - a;
if (m_TouchDelta != 0 && a < 0.01f)
{
m_TouchDelta = 0;
m_DoNext = false;
m_DoPrevious = false;
m_CanChangePage = true;
}
}
}
}
private void SwitchPanel() {
m_DoPrevious = false;
m_DoNext = false;
Transform temp = m_FrontPanel;
m_FrontPanel = m_BackPanel;
m_BackPanel = temp;
m_CanChangePage = true;
}
public void OnNextBtnClick() {
if (!m_CanChangePage) return;
m_TouchDelta = -0.6f;
Next();
}
/// <summary>
/// 下一页
/// </summary>
public void Next()
{
if (m_PageCount <= 0)
return;
//最后一页禁止向后翻页
if (m_PageIndex >= m_PageCount)
return;
m_CanChangePage = false;
m_PageIndex += 1;
if (m_PageIndex >= m_PageCount)
m_PageIndex = m_PageCount;
m_BackPanel.localPosition = m_NextPos;
BindPage(m_BackPanel, m_PageIndex);
m_DoNext = true;
m_DoPrevious = false;
//更新界面页数
m_PanelText.text = string.Format("{0}/{1}", m_PageIndex.ToString(), m_PageCount.ToString());
}
/// <summary>
/// 下一页
/// </summary>
public void TouchNext()
{
if (m_PageCount <= 0)
return;
//最后一页禁止向后翻页
if (m_FrontPanelPageIndex >= m_PageCount)
return;
m_CanChangePage = false;
m_PageIndex = m_FrontPanelPageIndex + 1;
if (m_PageIndex >= m_PageCount)
m_PageIndex = m_PageCount;
m_BackPanel.localPosition = m_NextPos;
BindPage(m_BackPanel, m_PageIndex);
m_DoNext = true;
m_DoPrevious = false;
//更新界面页数
m_PanelText.text = string.Format("{0}/{1}", m_PageIndex.ToString(), m_PageCount.ToString());
}
public void OnPreviousBtnClick() {
if (!m_CanChangePage) return;
m_TouchDelta = 0.6f;
Previous();
}
/// <summary>
/// 上一页
/// </summary>
public void Previous()
{
if (m_PageCount <= 0)
return;
//第一页时禁止向前翻页
if (m_PageIndex <= 1)
return;
m_CanChangePage = false;
m_PageIndex -= 1;
if (m_PageIndex < 1)
m_PageIndex = 1;
m_BackPanel.localPosition = m_PrePos;
BindPage(m_BackPanel, m_PageIndex);
m_DoPrevious = true;
m_DoNext = false;
//更新界面页数
m_PanelText.text = string.Format("{0}/{1}", m_PageIndex.ToString(), m_PageCount.ToString());
}
/// <summary>
/// 上一页
/// </summary>
public void TouchPrevious()
{
if (m_PageCount <= 0)
return;
//第一页时禁止向前翻页
if (m_FrontPanelPageIndex <= 1)
return;
m_CanChangePage = false;
m_PageIndex = m_FrontPanelPageIndex -1;
if (m_PageIndex < 1)
m_PageIndex = 1;
m_BackPanel.localPosition = m_PrePos;
BindPage(m_BackPanel, m_PageIndex);
m_DoPrevious = true;
m_DoNext = false;
//更新界面页数
m_PanelText.text = string.Format("{0}/{1}", m_PageIndex.ToString(), m_PageCount.ToString());
}
/// <summary>
/// 绑定指定索引处的页面元素
/// </summary>
/// <param name="index">页面索引</param>
private void BindPage(Transform tran,int index)
{
//列表处理
if (m_ItemsList == null || m_ItemsCount <= 0)
return;
//索引处理
if (index < 0 || index > m_ItemsCount)
return;
//按照元素个数可以分为1页和1页以上两种情况
if (m_PageCount == 1)
{
int canDisplay = 0;
for (int i = m_PerPageCount; i > 0; i--)
{
if (canDisplay < m_PerPageCount && canDisplay< m_ItemsList.Count)
{
BindGridItem(tran.GetChild(canDisplay), m_ItemsList[m_PerPageCount - i]);
tran.GetChild(canDisplay).gameObject.SetActive(true);
}
else
{
//对超过canDispaly的物体实施隐藏
tran.GetChild(canDisplay).gameObject.SetActive(false);
}
canDisplay += 1;
}
}
else if (m_PageCount > 1)
{
//1页以上需要特别处理的是最后1页
//和1页时的情况类似判断最后一页剩下的元素数目
//第1页时显然剩下的为12所以不用处理
if (index == m_PageCount)
{
int canDisplay = 0;
for (int i = m_PerPageCount; i > 0; i--)
{
//最后一页剩下的元素数目为 m_ItemsCount - 12 * (index-1)
if (canDisplay < m_ItemsCount - m_PerPageCount * (index - 1))
{
BindGridItem(tran.GetChild(canDisplay), m_ItemsList[m_PerPageCount * index - i]);
tran.GetChild(canDisplay).gameObject.SetActive(true);
}
else
{
//对超过canDispaly的物体实施隐藏
tran.GetChild(canDisplay).gameObject.SetActive(false);
}
canDisplay += 1;
}
}
else
{
for (int i = m_PerPageCount; i > 0; i--)
{
BindGridItem(tran.GetChild(m_PerPageCount - i), m_ItemsList[m_PerPageCount * index - i]);
tran.GetChild(m_PerPageCount - i).gameObject.SetActive(true);
}
}
}
}
/// <summary>
/// 加载一个Sprite
/// </summary>
/// <param name="assetName">资源名称</param>
private Sprite LoadSprite(string assetName)
{
Texture texture = (Texture)Resources.Load(assetName);
Sprite sprite = Sprite.Create((Texture2D)texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
return sprite;
}
/// <summary>
/// 将一个GridItem实例绑定到指定的Transform上
/// </summary>
/// <param name="trans"></param>
/// <param name="gridItem"></param>
private void BindGridItem(Transform trans, GridItem gridItem)
{
//trans.GetComponent<Image>().sprite = LoadSprite(gridItem.ItemSprite);
trans.GetComponent<Text>().text = gridItem.cnName;
}
}