ScrollVIEW 2000个ITEM不会卡
using UnityEngine; using System.Collections.Generic; public class UIWrapGrid : MonoBehaviour { Transform mTrans; UIPanel mPanel; UIScrollView mScroll; bool mHorizontal = false; bool mFirstTime = true; List<Transform> mChildren = new List<Transform>(); /// <summary> /// Initialize everything and register a callback with the UIPanel to be notified when the clipping region moves. /// </summary> protected virtual void Start () { InitGrid(); mFirstTime = false; } /// <summary> /// Cache the scroll view and return 'false' if the scroll view is not found. /// </summary> public void InitGrid() { mTrans = transform; mPanel = NGUITools.FindInParents<UIPanel>(gameObject); mScroll = mPanel.GetComponent<UIScrollView>(); if (mScroll != null) { mScroll.GetComponent<UIPanel>().onClipMove = OnMove; } mChildren.Clear(); for (int i = 0; i < mTrans.childCount; ++i) mChildren.Add(mTrans.GetChild(i)); // Sort the list of children so that they are in order mChildren.Sort(UIGrid.SortByName); if (mScroll == null) return; if (mScroll.movement == UIScrollView.Movement.Horizontal) mHorizontal = true; else if (mScroll.movement == UIScrollView.Movement.Vertical) mHorizontal = false; WrapContent(); } /// <summary> /// Callback triggered by the UIPanel when its clipping region moves (for example when it's being scrolled). /// </summary> protected virtual void OnMove (UIPanel panel) { WrapContent(); } void WrapContent() { Vector3[] corners = mPanel.worldCorners; for (int i = 0; i < 4; ++i) { Vector3 v = corners[i]; v = mTrans.InverseTransformPoint(v); corners[i] = v; } Vector3 center = Vector3.Lerp(corners[0], corners[2], 0.5f); if (mHorizontal) { //横向 for (int i = 0, imax = mChildren.Count; i < imax; ++i) { Transform t = mChildren[i]; float distance = t.localPosition.x - center.x; float min = corners[0].x - 100; float max = corners[2].x + 100; distance += mPanel.clipOffset.x - mTrans.localPosition.x; if (!UICamera.IsPressed(t.gameObject)) { NGUITools.SetActive(t.gameObject, (distance > min && distance < max), false); } } } else { //竖向 for (int i = 0, imax = mChildren.Count; i < imax; ++i) { Transform t = mChildren[i]; float distance = t.localPosition.y - center.y; float min = corners[0].y - 100; float max = corners[2].y + 100; distance += mPanel.clipOffset.y - mTrans.localPosition.y; if (!UICamera.IsPressed(t.gameObject)) { bool active = t.gameObject.activeSelf; bool willactive = distance > min && distance < max; if (active == willactive) continue; NGUITools.SetActive(t.gameObject, willactive, false); } } } } }