d.滑出可视区域判定:通过Item的RectTransform的四个角全局坐标和可视区域RectTransform四角全局坐标判断。 2.2 实现代码: a.垂直滑动代码实现 using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; using UnityEngine.EventSys
//只能竖直方向的滚动 public class ScrollToItem : MonoBehaviour { public ScrollLayoutType m_type = ScrollLayoutType.Grid; public RectTransform m_content; public RectTransform m_view; [SerializeField] float m_cellY; private void Awake() { //以后通知订阅放awake NotificationCenter.Get().ObjAddEventListen...
方法一:计算比例完成滑动 这里只要计算好item的比例并利用ScrollView的API即可轻松完成该功能,主要用到verticalNormalizedPosition与horizontalNormalizedPosition两个参数。 代码如下: 代码语言:javascript 代码运行次数:0 运行 AI代码解释 using UnityEngine;using UnityEngine.UI;publicclassScrollViewTest:MonoBehaviour{privateScro...
public class ScrollToItem : MonoBehaviour {public ScrollLayoutType m_type = ScrollLayoutType.Grid; public RectTransform m_content; public RectTransform m_view; [SerializeField] float m_cellY; private void Awake() { //以后通知订阅放awake NotificationCenter.Get().ObjAddEventListener(KEventKey.m_evScroll...
Tweening; public enum ScrollLayoutType { Grid, Vertical } //只能竖直方向的滚动 public class ScrollToItem : MonoBehaviour { public ScrollLayoutType m_type = ScrollLayoutType.Grid; public RectTransform m_content; public RectTransform m_view; [SerializeField] float m_cellY; private void Awake() { /...
{Vector3 itemCurrentLocalPostion=scrollRect.GetComponent<RectTransform>().InverseTransformVector(ConvertLocalPosToWorldPos(item));Vector3 itemTargetLocalPos=scrollRect.GetComponent<RectTransform>().InverseTransformVector(ConvertLocalPosToWorldPos(viewport));Vector3 diff=itemTargetLocalPos-itemCurrentLocalPostion...
_items.Add(item); } }//////将指定索引的项对齐到列表界面的顶部///publicvirtualvoidMoveIndexToTop(intindex) {floatcontentY = index *_itemHeight; scrollRect.content.anchoredPosition=newVector2(scrollRect.content.anchoredPosition.x, contentY); RefreshGestureScrollView...
Vector3 itemTargetLocalPos = scrollRect.GetComponent<RectTransform>().InverseTransformVector(ConvertLocalPosToWorldPos(viewport)); Vector3 diff = itemTargetLocalPos - itemCurrentLocalPostion; diff.z = 0.0f; var newNormalizedPosition = new Vector2( ...
("Prefab/Item");intitemCount=GetShowItemCount(offsetY,itemHeight);//生成count+1个预制体SpawnItems(go,itemCount);SetContentSize(itemCount,offsetY,itemHeight);GetComponent<ScrollRect>().onValueChanged.AddListener(ChangeValue);}publicvoidChangeValue(Vector2data){foreach(varitemin_items){item.OnValue...
- Scroll to an item with an offset - Item count changed at runtime - Item size (height/width) changed at runtime - Item snapped to any position in viewport - Item loop such as spinner - Refresh and reload items - Use pool to cache items and don't destroy items at runtime ...