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Unity实现滑页嵌套(解决ScrollRect嵌套冲突问题)
简介
由于项目需要+有网友咨询,所以做了个横向滑页+某一横向滑页中有竖向滑页的demo,实现有点绕弯子,但基本功能还是比较完善,发上来共享一下。
效果
思路
第一步的思路是自己判断触屏拖动位置,然后控制界面横向或者纵向滑动。
然后,
由于UGUI组件重叠时会屏蔽事件
比如Button会屏蔽掉PointerDown
(PS:当然也可以采取继承UGUI组件的方式释放屏蔽事件,
这里对UGUI源码不熟,采取自己写一个事件分发器方便一点)
项目配置
这里就不赘述咯,我的前一篇blog有详细配置说明:
1.首先建立两个ScrollRect
2.分别给两个ScrollRect配置格子的ScrollBar,然后关掉以下设置
3.在最外层的ScrollRect配置ScrollControl代码
(PS:代码后续给出)
4.配置InputControl
(PS:新建一个Gameobjct就可以咯,也可以挂在已有物体上)
5.运行,检查效果...
代码
代码写的比较急,很多不规范的地方,使用者请看懂逻辑之后自行重构,直接使用者有坑勿怪
InputControl
using UnityEngine;
public delegate void MouseDownEvent(Vector2 mousePosition);
public delegate void MouseUpEvent(Vector2 mousePosition);
public delegate void MouseDragEvent(Vector2 dragVector);
public delegate void MouseClickEvent(Vector2 mousePosition);
public class InputControl : MonoBehaviour
{
private static InputControl mInstance;
///
/// 逗比单例模式
///
public static InputControl Instance
{
get
{
return mInstance;
}
}
private bool isPress;
private bool isClick;
private bool tempPress;
private Vector2 oldMousePosition;
private Vector2 tempMousePosition;
public event MouseDownEvent EVENT_MOUSE_DOWN;
public event MouseUpEvent EVENT_MOUSE_UP;
public event MouseDragEvent EVENT_MOUSE_DRAG;
public event MouseClickEvent EVENT_MOUSE_CLICK;
///
/// 拖动起始判断参数,可自行更改
///
public const float JUDGE_DISTANCE = 1F;
void Awake()
{
mInstance = this;
//以下代码可优化
EVENT_MOUSE_DOWN += AvoidEmpty;
EVENT_MOUSE_UP += AvoidEmpty;
EVENT_MOUSE_DRAG += AvoidEmpty;
EVENT_MOUSE_CLICK += AvoidEmpty;
}
void Start()
{
isPress = false;
isClick = false;
}
///
/// 防空保护函数,无用处,可自行优化
///
///
private void AvoidEmpty(Vector2 noUse) { }
void Update()
{
tempPress = Input.GetMouseButton(0);
tempMousePosition = Input.mousePosition;
// 两次状态不同,触发点击和抬起事件
if (tempPress != isPress)
{
// 按下事件
if (tempPress)
{
isClick = true;
EVENT_MOUSE_DOWN(tempMousePosition);
}
// 抬起事件
else
{
EVENT_MOUSE_UP(tempMousePosition);
// 点击事件
if (isClick)
{
EVENT_MOUSE_CLICK(tempMousePosition);
}
isClick = false;
}
}
// 按下的过程中发生了移动,发生事件变化
else if (isClick && JudgeMove(oldMousePosition, tempMousePosition))
{
isClick = false;
}
// 拖动事件
else if (tempPress && !isClick)
{
EVENT_MOUSE_DRAG(tempMousePosition - oldMousePosition);
}
isPress = tempPress;
oldMousePosition = tempMousePosition;
}
///
/// 判断是否超出静止范围,用static速度更快
///
///
///
///
private static bool JudgeMove(Vector2 p1, Vector2 p2)
{
return Mathf.Abs(p1.x - p2.x) > JUDGE_DISTANCE || Mathf.Abs(p1.y - p2.y) > JUDGE_DISTANCE;
}
}
ScrollControl
using UnityEngine;
using UnityEngine.UI;
public class ScrollControl : MonoBehaviour
{
///
/// 横向滚动条
///
public Scrollbar m_HScrollBar;
///
/// 竖向滚动条
///
public Scrollbar[] m_VScrollBars;
///
/// 有竖向滚动的页面
///
public int[] m_VScrollIndexs;
///
/// 页面个数
///
public int m_Num;
///
/// 设置移动超过多少百分比之后向下翻页
///
public float m_NextLimit;
///
/// 滑动敏感值
///
public float m_Sensitive;
///
/// 鼠标上一次的位置
///
private Vector3 mOldPosition;
///
/// 记录上一次的value
///
private float mOldValue;
private float mTargetPosition = 0.5f;
private int mCurrentIndex = 3;
private int mTargetIndex = 3;
///
/// 是否可以移动
///
private bool mCanMove = false;
///
/// 初始移动速度
///
private float mMoveSpeed;
///
/// 平滑移动参数
///
private const float SMOOTH_TIME = 0.2F;
private float mDragParam = 0;
private float mPageWidth = 0;
///
/// 是否需要进行滑动方向判定
///
private bool mNeedCaculate = false;
///
/// 是否进行竖向滚动
///
private bool mIsScollV = false;
///
/// 竖向临时滚动条
///
private Scrollbar mVScrollBar;
public void SetNextIndex(int pIndex)
{
mTargetIndex = pIndex;
mTargetPosition = (mTargetIndex - 1) * mPageWidth;
mIsScollV = false;
mCanMove = true;
}
private void OnPointerDown(Vector2 mousePosition)
{
// 记录当前value
mOldValue = m_HScrollBar.value;
mOldPosition = Input.mousePosition;
// mCanMove = false;
mCurrentIndex = GetCurrentIndex(mOldValue);
// 判断当前是否在可竖向滑动的页面上
for (int i = 0; i < m_VScrollIndexs.Length; ++i)
{
if (m_VScrollIndexs[i] == mCurrentIndex)
{
mNeedCaculate = true;
mVScrollBar = m_VScrollBars[i];
break;
}
}
}
private void OnDrag(Vector2 mousePosition)
{
Vector2 dragVector = Input.mousePosition - mOldPosition;
if (mNeedCaculate)
{
mNeedCaculate = false;
if (Mathf.Abs(dragVector.x) > Mathf.Abs(dragVector.y))
{
mIsScollV = false;
}
else
{
mIsScollV = true;
}
}
DragScreen(dragVector);
mOldPosition = Input.mousePosition;
}
private void OnPointerUp(Vector2 mousePosition)
{
Vector2 dragVector = Input.mousePosition - mOldPosition;
DragScreen(dragVector);
mOldPosition = Input.mousePosition;
float