Unity UGUI —— 无限循环List(转载)
using UnityEngine; using System.Collections; using System.Collections.Generic; using UnityEngine.UI; /// <summary> /// 无限循环List /// 作者:EdisonLee /// public class UILoop1 : UIBase { enum Direction { Horizontal, Vertical } [SerializeField] private RectTransform m_Cell; [SerializeField] private Vector2 m_Page; [SerializeField] Direction direction = Direction.Horizontal; [SerializeField,Range(4,10)] private int m_BufferNo; private List<RectTransform> m_InstantiateItems = new List<RectTransform>(); private IList m_Datas; public Vector2 CellRect { get { return m_Cell != null ? m_Cell.sizeDelta : new Vector2(100, 100); } } public float CellScale { get { return direction == Direction.Horizontal ? CellRect.x : CellRect.y; } } private float m_PrevPos = 0; public float DirectionPos { get { return direction == Direction.Horizontal ? m_Rect.anchoredPosition.x : m_Rect.anchoredPosition.y; } } private int m_CurrentIndex;//页面的第一行(列)在整个conten中的位置 private Vector2 m_InstantiateSize = Vector2.zero; public Vector2 InstantiateSize { get { if (m_InstantiateSize == Vector2.zero) { float rows, cols; if (direction == Direction.Horizontal) { rows = m_Page.x; cols = m_Page.y + (float)m_BufferNo; } else { rows = m_Page.x + (float)m_BufferNo; cols = m_Page.y; } m_InstantiateSize = new Vector2(rows, cols); } return m_InstantiateSize; } } public int PageCount { get { return (int)m_Page.x * (int)m_Page.y; } } public int PageScale { get { return direction == Direction.Horizontal ? (int)m_Page.x : (int)m_Page.y; } } private ScrollRect m_ScrollRect; private RectTransform m_Rect; public int InstantiateCount { get { return (int)InstantiateSize.x * (int)InstantiateSize.y; } } protected override void Awake() { m_ScrollRect = GetComponentInParent<ScrollRect>(); m_ScrollRect.horizontal = direction == Direction.Horizontal; m_ScrollRect.vertical = direction == Direction.Vertical; m_Rect = GetComponent<RectTransform>(); m_Cell.gameObject.SetActive(false); } public override void Data(object data) { m_Datas = data as IList; if (m_Datas.Count > PageCount) { setBound(getRectByNum(m_Datas.Count)); } else { setBound(m_Page); } if (m_Datas.Count > InstantiateCount) { while (m_InstantiateItems.Count < InstantiateCount) { createItem(m_InstantiateItems.Count); } } else { while (m_InstantiateItems.Count > m_Datas.Count) { removeItem(m_InstantiateItems.Count - 1); } while (m_InstantiateItems.Count < m_Datas.Count) { createItem(m_InstantiateItems.Count); } } } private void createItem(int index) { RectTransform item = GameObject.Instantiate(m_Cell); item.SetParent(transform, false); item.anchorMax = Vector2.up; item.anchorMin = Vector2.up; item.pivot = Vector2.up; item.name = "item" + index; item.anchoredPosition = direction == Direction.Horizontal ? new Vector2(Mathf.Floor(index / InstantiateSize.x) * CellRect.x, -(index % InstantiateSize.x) * CellRect.y) : new Vector2((index % InstantiateSize.y) * CellRect.x, -Mathf.Floor(index / InstantiateSize.y) * CellRect.y); m_InstantiateItems.Add(item); item.gameObject.SetActive(true); updateItem(index, item.gameObject); } private void removeItem(int index) { RectTransform item = m_InstantiateItems[index]; m_InstantiateItems.Remove(item); RectTransform.Destroy(item.gameObject); } /// <summary> /// 由格子数量获取多少行多少列 /// </summary> /// <param name="num"></param>格子个数 /// <returns></returns> private Vector2 getRectByNum(int num) { return direction == Direction.Horizontal ? new Vector2(m_Page.x, Mathf.CeilToInt(num / m_Page.x)) : new Vector2(Mathf.CeilToInt(num / m_Page.y), m_Page.y); } /// <summary> /// 设置content的大小 /// </summary> /// <param name="rows"></param>行数 /// <param name="cols"></param>列数 private void setBound(Vector2 bound) { m_Rect.sizeDelta = new Vector2(bound.y * CellRect.x, bound.x * CellRect.y); } public float MaxPrevPos { get { float result; Vector2 max = getRectByNum(m_Datas.Count); if(direction == Direction.Horizontal) { result = max.y - m_Page.y; } else { result = max.x - m_Page.x; } return result * CellScale; } } public float scale { get { return direction == Direction.Horizontal ? 1f : -1f; } } void Update() { while (scale * DirectionPos - m_PrevPos < -CellScale * 2) { if (m_PrevPos <= -MaxPrevPos) return; m_PrevPos -= CellScale; List<RectTransform> range = m_InstantiateItems.GetRange(0, PageScale); m_InstantiateItems.RemoveRange(0, PageScale); m_InstantiateItems.AddRange(range); for (int i = 0; i < range.Count; i++) { moveItemToIndex(m_CurrentIndex * PageScale + m_InstantiateItems.Count + i, range[i]); } m_CurrentIndex++; } while (scale * DirectionPos - m_PrevPos > -CellScale) { if (Mathf.RoundToInt(m_PrevPos) >= 0) return; m_PrevPos += CellScale; m_CurrentIndex--; if (m_CurrentIndex < 0) return; List<RectTransform> range = m_InstantiateItems.GetRange(m_InstantiateItems.Count - PageScale, PageScale); m_InstantiateItems.RemoveRange(m_InstantiateItems.Count - PageScale, PageScale); m_InstantiateItems.InsertRange(0, range); for (int i = 0; i < range.Count; i++) { moveItemToIndex(m_CurrentIndex * PageScale + i, range[i]); } } } private void moveItemToIndex(int index, RectTransform item) { item.anchoredPosition = getPosByIndex(index); updateItem(index, item.gameObject); } private Vector2 getPosByIndex(int index) { float x, y; if(direction == Direction.Horizontal) { x = index % m_Page.x; y = Mathf.FloorToInt(index / m_Page.x); } else { x = Mathf.FloorToInt(index / m_Page.y); y = index % m_Page.y; } return new Vector2(y * CellRect.x, -x * CellRect.y); } private void updateItem(int index, GameObject item) { item.SetActive(index < m_Datas.Count); if(item.activeSelf) { UILoopItem lit = item.GetComponent<UILoopItem>(); lit.UpdateItem(index, item); lit.Data(m_Datas[index]); } } }
https://www.zhihu.com/question/23895384
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