[Unity UGUI]ScrollRect效果大全

简介: UGUI各种优化效果本文所实现的UGUI效果需求如下: - 支持缩放滑动效果 - 支持动态缩放循环加载 - 支持大数据固定Item复用加载 - 支持不用Mask遮罩无限循环加载 - 支持ObjectPool动态加载 - 支持无限不规则子物体动态加载 - 支持拖动并点击和拖拽 - 支持拖动并拖拽 - 支持ScrollRect拖动自动吸附功能(拖动是否超过一半自动进退)前言 要实现以上效果,我从网上搜索得到部分解决方案链接,但不是完全满足想要的效果,就自己继续改造优化和添加想要的效果,本文最后会附带上完整Demo下载链接。

UGUI各种优化效果

本文所实现的UGUI效果需求如下:
- 支持缩放滑动效果
- 支持动态缩放循环加载
- 支持大数据固定Item复用加载
- 支持不用Mask遮罩无限循环加载
- 支持ObjectPool动态加载
- 支持无限不规则子物体动态加载
- 支持拖动并点击和拖拽
- 支持拖动并拖拽
- 支持ScrollRect拖动自动吸附功能(拖动是否超过一半自动进退)


前言

要实现以上效果,我从网上搜索得到部分解决方案链接,但不是完全满足想要的效果,就自己继续改造优化和添加想要的效果,本文最后会附带上完整Demo下载链接。

效果图

  • 缩放滑动效果
    这里写图片描述

  • 缩放循环展示卡牌效果

这里写图片描述

  • 大量数据无卡顿动态加载,并且支持拖拽、点击和吸附功能

这里写图片描述

  • 大量数据循固定Item复用
    这里写图片描述

  • 无限无遮罩动态加载

这里写图片描述

  • 不规则子物体动态循环加载

这里写图片描述

部分核心代码

  • 有遮罩无卡顿加载
    思路:并没有使用UGUI的ScrollRect组件,摆放几张卡片,通过移动和缩放来实现
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;

public class EnhancelScrollView : MonoBehaviour
{
    // 缩放曲线
    public AnimationCurve scaleCurve;
    // 位移曲线
    public AnimationCurve positionCurve;
    // 位移系数
    public float posCurveFactor = 500.0f;
    // y轴坐标固定值(所有的item的y坐标一致)
    public float yPositionValue = 46.0f;

    // 添加到EnhanceScrollView的目标对象
    public List<EnhanceItem> scrollViewItems;
    // 目标对象Widget脚本,用于depth排序
    private List<Image> imageTargets;

    // 当前处于中间的item
    private EnhanceItem centerItem;
    private EnhanceItem preCenterItem;

    // 当前出移动中,不能进行点击切换
    private bool canChangeItem = true;

    // 计算差值系数
    public float dFactor = 0.2f;

    // 点击目标移动的横向目标值
    private float[] moveHorizontalValues;
    // 对象之间的差值数组(根据差值系数算出)
    private float[] dHorizontalValues;

    // 横向变量值
    public float horizontalValue = 0.0f;
    // 目标值
    public float horizontalTargetValue = 0.1f;

    // 移动动画参数
    private float originHorizontalValue = 0.1f;
    public float duration = 0.2f;
    private float currentDuration = 0.0f;

    private static EnhancelScrollView instance;
    public static EnhancelScrollView GetInstance()
    {
        return instance;
    }

    void Awake()
    {
        instance = this;
    }

    void Start()
    {
        if((scrollViewItems.Count % 2) == 0)    
        {
            Debug.LogError("item count is invaild,please set odd count! just support odd count.");
        }

        if(moveHorizontalValues == null)
            moveHorizontalValues = new float[scrollViewItems.Count];

        if(dHorizontalValues == null)
            dHorizontalValues = new float[scrollViewItems.Count];

        if (imageTargets == null)
            imageTargets = new List<Image>();

        int centerIndex = scrollViewItems.Count / 2;
        for (int i = 0; i < scrollViewItems.Count;i++ )
        {
            scrollViewItems[i].scrollViewItemIndex = i;
            Image tempImage = scrollViewItems[i].gameObject.GetComponent<Image>();
            imageTargets.Add(tempImage);

            dHorizontalValues[i] = dFactor * (centerIndex - i);

            dHorizontalValues[centerIndex] = 0.0f;
            moveHorizontalValues[i] = 0.5f - dHorizontalValues[i];
            scrollViewItems[i].SetSelectColor(false);
        }

        centerItem = scrollViewItems[centerIndex];
        canChangeItem = true;
    }

    public void UpdateEnhanceScrollView(float fValue)
    {
        for (int i = 0; i < scrollViewItems.Count; i++)
        {
            EnhanceItem itemScript = scrollViewItems[i];
            float xValue = GetXPosValue(fValue, dHorizontalValues[itemScript.scrollViewItemIndex]);
            float scaleValue = GetScaleValue(fValue, dHorizontalValues[itemScript.scrollViewItemIndex]);
            itemScript.UpdateScrollViewItems(xValue, yPositionValue, scaleValue);
        }
    }

    void Update()
    {
        currentDuration += Time.deltaTime;
        if (currentDuration > duration)
        {
            // 更新完毕设置选中item的对象即可
            currentDuration = duration;
            if (centerItem != null)
                centerItem.SetSelectColor(true);
            if (preCenterItem != null)
                preCenterItem.SetSelectColor(false);
            canChangeItem = true;
        }

        SortDepth();
        float percent = currentDuration / duration;
        horizontalValue = Mathf.Lerp(originHorizontalValue, horizontalTargetValue, percent);
        UpdateEnhanceScrollView(horizontalValue);
    }

    /// <summary>
    /// 缩放曲线模拟当前缩放值
    /// </summary>
    private float GetScaleValue(float sliderValue, float added)
    {
        float scaleValue = scaleCurve.Evaluate(sliderValue + added);
        return scaleValue;
    }

    /// <summary>
    /// 位置曲线模拟当前x轴位置
    /// </summary>
    private float GetXPosValue(float sliderValue, float added)
    {
        float evaluateValue = positionCurve.Evaluate(sliderValue + added) * posCurveFactor;
        return evaluateValue;
    }

    public void SortDepth()
    {
        imageTargets.Sort(new CompareDepthMethod());
        for (int i = 0; i < imageTargets.Count; i++)
            imageTargets[i].transform.SetSiblingIndex(i);
    }

    /// <summary>
    /// 用于层级对比接口
    /// </summary>
    public class CompareDepthMethod : IComparer<Image>
    {
        public int Compare(Image left, Image right)
        {
            if (left.transform.localScale.x > right.transform.localScale.x)
                return 1;
            else if (left.transform.localScale.x < right.transform.localScale.x)
                return -1;
            else
                return 0;
        }
    }

    /// <summary>
    /// 获得当前要移动到中心的Item需要移动的factor间隔数
    /// </summary>
    private int GetMoveCurveFactorCount(float targetXPos)
    {
        int centerIndex = scrollViewItems.Count / 2;
        for (int i = 0; i < scrollViewItems.Count;i++ )
        {
            float factor = (0.5f - dFactor * (centerIndex - i));

            float tempPosX = positionCurve.Evaluate(factor) * posCurveFactor;
            if (Mathf.Abs(targetXPos - tempPosX) < 0.01f)
                return Mathf.Abs(i - centerIndex);
        }
        return -1;
    }

    /// <summary>
    /// 设置横向轴参数,根据缩放曲线和位移曲线更新缩放和位置
    /// </summary>
    public void SetHorizontalTargetItemIndex(int itemIndex)
    {
        if (!canChangeItem)
            return;

        EnhanceItem item = scrollViewItems[itemIndex];
        if (centerItem == item)
            return;

        canChangeItem = false;
        preCenterItem = centerItem;
        centerItem = item;

        // 判断点击的是左侧还是右侧计算ScrollView中心需要移动的value
        float centerXValue = positionCurve.Evaluate(0.5f) * posCurveFactor;
        bool isRight = false;
        if (item.transform.localPosition.x > centerXValue)
            isRight = true;

        // 差值,计算横向值
        int moveIndexCount = GetMoveCurveFactorCount(item.transform.localPosition.x);
        if (moveIndexCount == -1)
        {
            moveIndexCount = 1; 
        }

        float dvalue = 0.0f;
        if (isRight)
            dvalue = -dFactor * moveIndexCount;
        else
            dvalue = dFactor * moveIndexCount;

        // 更改target数值,平滑移动
        horizontalTargetValue += dvalue;
        currentDuration = 0.0f;
        originHorizontalValue = horizontalValue;
    }

    /// <summary>
    /// 向右选择角色按钮
    /// </summary>
    public void OnBtnRightClick()
    {
        if (!canChangeItem)
            return;
        int targetIndex = centerItem.scrollViewItemIndex + 1;
        if (targetIndex > scrollViewItems.Count - 1)
            targetIndex = 0;
        SetHorizontalTargetItemIndex(targetIndex);
    }

    /// <summary>
    /// 向左选择按钮
    /// </summary>
    public void OnBtnLeftClick()
    {
        if (!canChangeItem)
            return;
        int targetIndex = centerItem.scrollViewItemIndex - 1;
        if (targetIndex < 0)
            targetIndex = scrollViewItems.Count - 1;
        SetHorizontalTargetItemIndex(targetIndex);
    }
}
using UnityEngine;
using System.Collections;
using UnityEngine.UI;

public class EnhanceItem : MonoBehaviour {

    // 在ScrollViewitem中的索引
    // 定位当前的位置和缩放
    public int scrollViewItemIndex = 0;
    public bool inRightArea = false;

    private Vector3 targetPos = Vector3.one;
    private Vector3 targetScale = Vector3.one;

    private Transform mTrs;
    private Image mImage;


    void Awake()
    {
        mTrs = this.transform;
        mImage = this.GetComponent<Image>();
    }

    void Start()
    {
        this.gameObject.GetComponent<Button>().onClick.AddListener(delegate () { OnClickScrollViewItem(); });
    }

    // 当点击Item,将该item移动到中间位置
    private void OnClickScrollViewItem()
    {
        EnhancelScrollView.GetInstance().SetHorizontalTargetItemIndex(scrollViewItemIndex);
    }

    /// <summary>
    /// 更新该Item的缩放和位移
    /// </summary>
    public void UpdateScrollViewItems(float xValue, float yValue, float scaleValue)
    {
        targetPos.x = xValue;
        targetPos.y = yValue;
        targetScale.x = targetScale.y = scaleValue;

        mTrs.localPosition = targetPos;
        mTrs.localScale = targetScale;
    }

    public void SetSelectColor(bool isCenter)
    {
        if (mImage == null)
            mImage = this.GetComponent<Image>();

        if (isCenter)
            mImage.color = Color.white;
        else
            mImage.color = Color.gray;
    }
}
  • 有遮罩无卡顿加载
    思路:协程加载,先加载屏幕显示的数量,然后返回一帧在继续加载,防止出现数量太大卡顿的现象。
while (CardsList.Count > roleInfo.Count)
{
    DestroyImmediate(CardsList[0].gameObject);
    CardsList.RemoveAt(0);
}
StartCoroutine(createRoleCards());

private IEnumerator createRoleCards()
{
    List<CLocalCharInfo> charInfos = new List<CLocalCharInfo>();
    charInfos.AddRange(roleInfo);
    int index = 0;
    for (int i = 0; i < charInfos.Count; i++)
    {
        _createRoleCard(charInfos[i], index++);
        if (index % 10 == 0)
            yield return null;
    }
}

private void _createRoleCard(CLocalCharInfo roleInfo, int index)
{
    CUIPlayedCharCardWidget charCardWidget = null;
    if (CardsList.Count > index)
    {
        charCardWidget = CardsList[index];
    }
    else
    {
        var obj = Instantiate(Resources.Load<GameObject>("Prefab/RoleCard")) as GameObject;
        if (obj == null)
        {
            UnityEngine.Debug.LogError("有误");
            return;
        }
        obj.name = roleInfo.Name;

        charCardWidget = obj.GetComponent<CUIPlayedCharCardWidget>();

        if (charCardWidget == null)
        {
            UnityEngine.Debug.LogError("有误");
            return;
        }
        obj.transform.parent = Obj_ScrollViewContent.transform;
        obj.transform.localScale = Vector3.one;
        CardsList.Add(charCardWidget);
    }

    CUIPlayedCharCardWidget.CUIContent uiContent = new CUIPlayedCharCardWidget.CUIContent();
    uiContent.RoleInfo = roleInfo;
    uiContent.ScrollRectObj = m_ScrollRect;
    uiContent.FixGridRect = m_FixGrid;
    charCardWidget.InitContent(uiContent);
}
  • 支持ScrollRect拖拽或点击
    思路:在卡片的Image上添加一个继承了IBeginDragHandler,IGradHandler,IEndDragHandler的脚本,重写接口里面的Drag事件方法。
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;

namespace Mga
{
    [RequireComponent(typeof(Image))]
    public class CPlayedCardOnDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
    {
        public bool dragOnSurfaces = true;
        public ScrollRect m_ScrollRect = null;
        public CFixGridRect m_FixGridRect = null;
        private GameObject m_DraggingCard;
        private RectTransform m_DraggingPlane;

        public bool isVertical = false;
        private bool isSelf = false;

        private System.Action m_OnBeginDragCallBack = null;
        private System.Action m_OnEndDragCallBack = null;

        private System.Action m_OnBeginScroll = null;
        private System.Action m_OnEndScroll = null;
        public void Init(CLocalCharInfo roleInfo, System.Action beginCallBack = null, System.Action endCallBack = null, System.Action beginScroll = null, System.Action endScroll = null)
        {
            m_OnBeginDragCallBack = beginCallBack;
            m_OnEndDragCallBack = endCallBack;
            m_OnBeginScroll = beginScroll;
            m_OnEndScroll = endScroll;
        }
        public void OnBeginDrag(PointerEventData eventData)
        {
            Vector2 touchDeltaPosition = Vector2.zero;
#if UNITY_EDITOR
            float delta_x = Input.GetAxis("Mouse X");
            float delta_y = Input.GetAxis("Mouse Y");
            touchDeltaPosition = new Vector2(delta_x, delta_y);

#elif UNITY_ANDROID || UNITY_IPHONE
        touchDeltaPosition = Input.GetTouch(0).deltaPosition;  
#endif
            if (isVertical)
            {
                if (Mathf.Abs(touchDeltaPosition.x) > Mathf.Abs(touchDeltaPosition.y))
                {
                    isSelf = true;
                    var canvas = FindInParents<Canvas>(gameObject);
                    if (canvas == null)
                        return;
                    m_DraggingCard = createCard();
                    m_DraggingCard.transform.SetAsLastSibling();

                    m_DraggingCard.AddComponent<CIgnoreRayCast>();

                    if (dragOnSurfaces)
                        m_DraggingPlane = transform as RectTransform;
                    else
                        m_DraggingPlane = canvas.transform as RectTransform;

                    SetDraggedPosition(eventData);
                    if (m_OnBeginDragCallBack != null)
                    {
                        m_OnBeginDragCallBack();
                    }
                }
                else
                {
                    isSelf = false;
                    if (m_ScrollRect != null)
                        m_ScrollRect.OnBeginDrag(eventData);
                }
            }
            else
            {
                if (Mathf.Abs(touchDeltaPosition.x) < Mathf.Abs(touchDeltaPosition.y))
                {
                    isSelf = true;
                    var canvas = FindInParents<Canvas>(gameObject);
                    if (canvas == null)
                        return;
                    m_DraggingCard = createCard();
                    m_DraggingCard.transform.SetAsLastSibling();

                    m_DraggingCard.AddComponent<CIgnoreRayCast>();

                    if (dragOnSurfaces)
                        m_DraggingPlane = transform as RectTransform;
                    else
                        m_DraggingPlane = canvas.transform as RectTransform;

                    SetDraggedPosition(eventData);
                    if (m_OnBeginDragCallBack != null)
                    {
                        m_OnBeginDragCallBack();
                    }
                }
                else
                {
                    isSelf = false;
                    if (m_ScrollRect != null)
                        m_ScrollRect.OnBeginDrag(eventData);
                }
            }
            if (m_OnBeginScroll != null)
                m_OnBeginScroll();
        }

        public void OnDrag(PointerEventData data)
        {
            if (isSelf)
            {
                if (m_DraggingCard != null)
                {
                    SetDraggedPosition(data);
                }
            }
            else
            {
                if (m_ScrollRect != null)
                    m_ScrollRect.OnDrag(data);
            }
        }

        private void SetDraggedPosition(PointerEventData data)
        {
            if (dragOnSurfaces && data.pointerEnter != null && data.pointerEnter.transform as RectTransform != null)
                m_DraggingPlane = data.pointerEnter.transform as RectTransform;

            var rt = m_DraggingCard.GetComponent<RectTransform>();
            Vector3 globalMousePos;
            if (RectTransformUtility.ScreenPointToWorldPointInRectangle(m_DraggingPlane, data.position, data.pressEventCamera, out globalMousePos))
            {
                rt.position = globalMousePos;
                rt.rotation = m_DraggingPlane.rotation;
            }
        }

        private GameObject createCard()
        {
            CUIPlayedCharCardWidget charCardWidget = null;
            m_DraggingCard = Instantiate(Resources.Load<GameObject>("Prefab/RoleCard") as GameObject);
            if (m_DraggingCard == null)
            {
                return null;
            }
            charCardWidget = m_DraggingCard.GetComponent<CUIPlayedCharCardWidget>();

            if (charCardWidget == null)
            {
                return null;
            }

            CUIPlayedCharCardWidget.CUIContent uiContent = new CUIPlayedCharCardWidget.CUIContent();

            charCardWidget.InitContent(uiContent);
            return m_DraggingCard;
        }

        public void OnEndDrag(PointerEventData eventData)
        {
            if (isSelf)
            {
                if (m_DraggingCard != null)
                {
                    Destroy(m_DraggingCard);
                    if (m_OnEndDragCallBack != null)
                    {
                        m_OnEndDragCallBack();
                    }
                }
            }
            else
            {
                if (m_ScrollRect != null)
                    m_ScrollRect.OnEndDrag(eventData);
                if (m_FixGridRect != null)
                    m_FixGridRect.OnEndDrag(eventData);
            }

        }

        static public T FindInParents<T>(GameObject go) where T : Component
        {
            if (go == null) return null;
            var comp = go.GetComponent<T>();

            if (comp != null)
                return comp;

            Transform t = go.transform.parent;
            while (t != null && comp == null)
            {
                comp = t.gameObject.GetComponent<T>();
                t = t.parent;
            }
            return comp;
        }
    }
}

如果想要实现拖拽到目标位置的检测,还要在目标位置放一个Image并且添加上继承了IDropHandler,IPointerEnterHandler,IPointerExitHanler的组件。

using System.Reflection;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using System.Collections;
namespace Mga
{
    public class CPlayedCardOnDrop : MonoBehaviour, IDropHandler, IPointerEnterHandler, IPointerExitHandler
    {
        public Image containerImage;
        public Image receivingImage;
        private Color normalColor;
        public Color highlightColor = Color.yellow;
        private int drapAreaIndex = 0;

        void Start()
        {
            drapAreaIndex = System.Convert.ToInt32(this.transform.parent.name);
        }

        public void OnEnable()
        {
            if (containerImage != null)
                normalColor = containerImage.color;
        }

        public void OnDrop(PointerEventData data)
        {
            containerImage.color = normalColor;

            if (receivingImage == null)
                return;
            Sprite dropSprite = GetDropSprite(data);
            if (dropSprite != null)
                receivingImage.overrideSprite = dropSprite;
        }

        public void OnPointerEnter(PointerEventData data)
        {
            if (containerImage == null)
                return;
            Sprite dropSprite = GetDropSprite(data);
            if (dropSprite != null)
                containerImage.color = highlightColor;
        }

        public void OnPointerExit(PointerEventData data)
        {
            if (containerImage == null)
                return;
            containerImage.color = normalColor;
        }

        private Sprite GetDropSprite(PointerEventData data)
        {
            var originalObj = data.pointerDrag;
            if (originalObj == null)
                return null;

            var srcImage = originalObj.GetComponent<Image>();
            if (srcImage == null)
                return null;

            return srcImage.sprite;
        }
    }
}

在ScrollRect物体上添加吸附功能组件,工程里面要使用DoTween插件

using System.Collections.Generic;
using DG.Tweening;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;

//TODO:当前只试应横向的ScrollRect,还需要扩展支持纵向
public class CFixGridRect : MonoBehaviour, IEndDragHandler
{
    public GameObject content;
    public ScrollRect scorllRect;
    public float itemWidth;
    private RectTransform contentRectTf;

    private float formalPosX = 0;
    private float currentPosX = 0;
    private float halfItemLength = 0;

    void Start()
    {
        if (itemWidth <= 0)
            UnityEngine.Debug.LogError("请设置Item的宽度");
        halfItemLength = itemWidth / 2;
        this.contentRectTf = this.content.GetComponent<RectTransform>();
    }

    public void OnEndDrag(PointerEventData eventData)
    {
        this.scorllRect.StopMovement();
        Vector2 afterDragPagePos = this.content.transform.localPosition;
        currentPosX = afterDragPagePos.x; //当前拖动的位置  负
        if (scorllRect.horizontalNormalizedPosition < 0 || scorllRect.horizontalNormalizedPosition > 1)
            return;
        int count = (int)(Mathf.Abs(currentPosX) / itemWidth);
        var targetPos = -(float)(count * itemWidth);

        if (((float)(count * itemWidth + halfItemLength)) < Mathf.Abs(currentPosX))
        {
            targetPos = -(float)((count + 1) * itemWidth);
        }
        formalPosX = targetPos;
        this.contentRectTf.DOLocalMoveX(targetPos, .2f);
    }
}

具体DemoGit下载链接

欢迎加入U3D开发交流群:159875734


优化支持横竖屏的ScrollRect吸附功能

using System.Collections.Generic;
using DG.Tweening;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;

namespace Mga
{
    public enum DragDirection
    {
        Horizontal,
        Vertical,
    }

    public class CFixGridRectBase : MonoBehaviour, IEndDragHandler
    {
        public class CUIContent
        {
            public GameObject ScrollRectContent;
            public ScrollRect m_ScorllRect;
            public float ItemSize;
            public float ItemSpaceLength; //间隙
            public float Margin = 0; //顶部边缘间隙
            public DragDirection m_DragDirection = DragDirection.Vertical;
        }
        private RectTransform contentRectTf;
        private float halfItemLength = 0;
        private CUIContent m_uiContent = null;
        private bool m_bWidgetReady = false;
        void Start()
        {
            m_bWidgetReady = true;
            _initContent();
        }

        public void InitContent(CUIContent uiContent)
        {
            m_uiContent = uiContent;

            if (m_bWidgetReady)
                _initContent();
        }

        private void _initContent()
        {
            if (m_uiContent == null) return;

            if (m_uiContent.ItemSize <= 0)
            {
                UnityEngine.Debug.LogError("请设置Item的宽度");
                return;
            }
            halfItemLength = m_uiContent.ItemSize / 2;
            this.contentRectTf = m_uiContent.ScrollRectContent.GetComponent<RectTransform>();
        }

        public void OnEndDrag(PointerEventData eventData)
        {
            m_uiContent.m_ScorllRect.StopMovement();
            Vector2 afterDragPagePos = m_uiContent.ScrollRectContent.transform.localPosition;
            var itemLength = m_uiContent.ItemSize + m_uiContent.ItemSpaceLength;
            if (m_uiContent.m_DragDirection == DragDirection.Horizontal)
            {
                var currentPosX = afterDragPagePos.x; //当前拖动的位置  负
                currentPosX -= m_uiContent.Margin;
                int count = (int)(Mathf.Abs(currentPosX) / m_uiContent.ItemSize);
                if (m_uiContent.m_ScorllRect.horizontalNormalizedPosition <= 0)
                {
                    return;
                }
                else if (m_uiContent.m_ScorllRect.horizontalNormalizedPosition >= 1)  //总数-当前显示的数量
                {
                    return;
                }

                var targetPosX = -(float)(count * itemLength);
                if (((float)(targetPosX + halfItemLength)) < Mathf.Abs(currentPosX))
                {
                    count++;
                    targetPosX = -(float)(count * itemLength);
                }
                this.contentRectTf.DOLocalMoveX(targetPosX, .2f);
            }
            else
            {
                var currentPosY = afterDragPagePos.y; //当前拖动的位置  正
                currentPosY -= m_uiContent.Margin;
                int count = (int)(Mathf.Abs(currentPosY) / itemLength);
                if (m_uiContent.m_ScorllRect.verticalNormalizedPosition <= 0)
                {
                    return;
                }
                else if (m_uiContent.m_ScorllRect.verticalNormalizedPosition >= 1)  //总数-当前显示的数量
                {
                    return;
                }

                var targetPosY = (float)(count * itemLength);
                if (((float)(targetPosY + halfItemLength)) < Mathf.Abs(currentPosY))
                {
                    count++;
                    targetPosY = (float)(count * itemLength);
                }
                this.contentRectTf.DOLocalMoveY(targetPosY, .2f);
            }
        }
    }
}

补充

如果代码创建AnimationCurve默认是曲线,如果想要直线效果,可以在面板里面设置,也可以代码设置,如果代码设置如下:

var curve2 = new AnimationCurve();
var key1 = new Keyframe(0, 0);
key1.outTangent = 1;
var key2 = new Keyframe(1, 1);
key2.inTangent = 1;
curve2.AddKey(key1);
curve2.AddKey(key2);
curve2.postWrapMode = WrapMode.Loop;
curve2.preWrapMode = WrapMode.Loop;

这样的话就是直线了。

相关文章
|
5月前
|
图形学
【unity小技巧】实现FPS武器的瞄准放大效果(UGUI实现反向遮罩,全屏遮挡,局部镂空效果)
【unity小技巧】实现FPS武器的瞄准放大效果(UGUI实现反向遮罩,全屏遮挡,局部镂空效果)
77 1
|
5月前
|
数据可视化 大数据 API
【推荐100个unity插件之22】基于UGUI的功能强大的简单易用的Unity数据可视化图表插件——XCharts3.0插件的使用
【推荐100个unity插件之22】基于UGUI的功能强大的简单易用的Unity数据可视化图表插件——XCharts3.0插件的使用
174 0
|
5月前
|
编解码 前端开发 Java
【推荐100个unity插件之12】UGUI的粒子效果(UI粒子)—— Particle Effect For UGUI (UI Particle)
【推荐100个unity插件之12】UGUI的粒子效果(UI粒子)—— Particle Effect For UGUI (UI Particle)
326 0
|
5月前
|
开发工具 图形学
【推荐100个unity插件之11】Shader实现UGUI的特效——UIEffect为 Unity UI 提供视觉效果组件
【推荐100个unity插件之11】Shader实现UGUI的特效——UIEffect为 Unity UI 提供视觉效果组件
301 0
|
5月前
|
前端开发 图形学
技术经验解读:【Unity3d游戏开发】UGUI插件入门之游戏菜单
技术经验解读:【Unity3d游戏开发】UGUI插件入门之游戏菜单
30 0
|
6月前
|
编解码 前端开发 人机交互
【Unity 3D】UI系统中UGUI各个组件的详细讲解(附源码 超详细)
【Unity 3D】UI系统中UGUI各个组件的详细讲解(附源码 超详细)
263 0
|
图形学
|
图形学
Unity UGUI如何计算drawcall
Unity UGUI如何计算drawcall
122 0
|
图形学
Unity中UGUI、粒子系统、Mesh混合使用保证层级正确
把粒子、Mesh渲染到一张RenderTexture上,然后把这张RenderTexture贴到一张RawImage就可以解决这种类似的UI,Mesh,粒子穿插使用的问题。这种方法由于比较麻烦就没有使用。
|
前端开发 vr&ar 图形学
UGUI系列-UI菜单列表,滑动展示UI(Unity3D)
物体或者UI的在平面上的旋转展示的代码实现,这个功能也是用的比较多的模块,可以将这个代码做成模板,在以后的项目中都会用到。