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根据需求做个防“天天爱消除”主界面左右滑动窗体的效果,百度搜到雨凇大神的一个帖子
NGUI研究院之自制 Scroll View实现触摸滚动相册效果(四)
不过效果不怎么理想,没有平滑的spring动画。研究NGUI自带的Example 7 - Scroll View (Panel) 例子
实现了如下效果:
UIDragSlider.cs: 该脚本扩展了UICenterOnChild.CS的功能!用于灰白点队列的初始化工作以及根据最近中心点的窗体下标控制白点显示的位置。UIDragSlider.cs
?usingUnityEngine; /// <summary>/// Ever wanted to be able to auto-center on an object within a draggable panel?/// Attach this script to the container that has the objects to center on as its children./// </summary> //[AddComponentMenu("NGUI/Interaction/Center On Child")]publicclassUIDragSlider : MonoBehaviour{ /// <summary> /// The strength of the spring. /// </summary> publicfloatspringStrength = 8f; /// <summary> /// Callback to be triggered when the centering operation completes. /// </summary> publicSpringPanel.OnFinished onFinished; //用来放置灰色、白色小点 publicTransform ponit; //白色的小点 publicGameObject prefabMaskDot; //灰色的小点 publicGameObject prefabBaseDot; //白色小点的临时对象 privateGameObject maskDot; //灰色、白色小点下方的起始位置。 intstart; UIDraggablePanel mDrag; GameObject mCenteredObject; /// <summary> /// Game object that the draggable panel is currently centered on. /// </summary> publicGameObject centeredObject { get{returnmCenteredObject; } } voidOnEnable () { Recenter (); //initSlider (); } voidStart () { initSlider (); } voidOnDragFinished () { if(enabled) Recenter (); } /// <summary> /// Recenter the draggable list on the center-most child. /// </summary> publicvoidRecenter () { if(mDrag == null) { mDrag = NGUITools.FindInParents<UIDraggablePanel> (gameObject); //mDrag = GameObject.Find("UIPanel (Clipped View)").GetComponent<UIDraggablePanel>(); if(mDrag == null) { Debug.LogWarning (GetType () " requires " typeof(UIDraggablePanel) " on a parent object in order to work",this); enabled = false; return; }else{ //mDrag = mDrag.GetComponent<UIDraggablePanel>(); mDrag.onDragFinished = OnDragFinished; //Debug.Log(mDrag.panel); if(mDrag.horizontalScrollBar != null) mDrag.horizontalScrollBar.onDragFinished = OnDragFinished; if(mDrag.verticalScrollBar != null) mDrag.verticalScrollBar.onDragFinished = OnDragFinished; } } if(mDrag.panel == null) return; // Calculate the panel's center in world coordinates Vector4 clip = mDrag.panel.clipRange; Transform dt = mDrag.panel.cachedTransform; Vector3 center = dt.localPosition; center.x = clip.x; center.y = clip.y; center = dt.parent.TransformPoint (center); // Offset this value by the momentum Vector3 offsetCenter = center - mDrag.currentMomentum * (mDrag.momentumAmount * 0.1f); mDrag.currentMomentum = Vector3.zero; floatmin = float.MaxValue; Transform closest = null; Transform trans = transform; // Determine the closest child for(inti = 0, imax = trans.childCount; i < imax; i) { Transform t = trans.GetChild (i); floatsqrDist = Vector3.SqrMagnitude (t.position - offsetCenter); if(sqrDist < min) { min = sqrDist; closest = t; } } if(closest != null) { Debug.Log (closest.gameObject.name); mCenteredObject = closest.gameObject; // Figure out the difference between the chosen child and the panel's center in local coordinates Vector3 cp = dt.InverseTransformPoint (closest.position); Vector3 cc = dt.InverseTransformPoint (center); Vector3 offset = cp - cc; // Offset shouldn't occur if blocked by a zeroed-out scale if(mDrag.scale.x == 0f) offset.x = 0f; if(mDrag.scale.y == 0f) offset.y = 0f; if(mDrag.scale.z == 0f) offset.z = 0f; // Spring the panel to this calculated position SpringPanel.Begin (mDrag.gameObject, dt.localPosition - offset, springStrength).onFinished = onFinished; //两个方法一个设置名字 //获取当前下标 /* int index=0; foreach(Transform child in transform){ if(child.gameObject==closest.gameObject){ Debug.Log("index:"index); setMaskPos(index); } index; } */ //第二个方法需要命名 string[] indexName = closest.gameObject.name.Split ('_'); setMaskPos (int.Parse (indexName [1])); }else mCenteredObject = null; } voidinitSlider () { //因为下方灰色 白色的小点需要根据相册列表的数量来计算居中显示 intsize = transform.childCount; //乘以表示计算所有小点加起来的宽度 intlength = (size - 1) * ; //得到下方灰色 白色 小点的居中起始位置 start = (-length) >> 1; for(inti=0; i< size; i) { //把每一个灰色小点加入3D世界 GameObject hui = (GameObject)Instantiate (prefabBaseDot); //设置灰色小点的父类为另外一个面板 hui.transform.parent = ponit; //设置每一个灰色小点的位置与缩放,总之让它们居中排列显示在相册列表下方。 hui.transform.localPosition = newVector3 (start i * , -f, 0f); hui.transform.localScale = newVector3 (, , 1); //深度 因为是先在屏幕下方绘制4个灰色的小点, 然后在灰色上面绘制白色小点 //表示当前的窗口ID 所以深度是为了设置白色小点在灰色小点之上绘制 hui.GetComponent<UISprite> ().depth = 0; } //把白色小点也加载在3D世界中 maskDot = (GameObject)Instantiate (prefabMaskDot); //设置它的深度高于 灰色小点,让白色小点显示在灰色小点之上 maskDot.GetComponent<UISprite> ().depth = 1; //设置白色小点的开始位置 setMaskPos (0); } voidsetMaskPos (intindex) { maskDot.transform.parent = ponit; maskDot.transform.localPosition = newVector3 (start index * , -f, -f); maskDot.transform.localScale = newVector3 (, , 1); }}把脚本加到UIGrid上面如有疑问请站内
Unity3D ugui事件监听机制 UGUI控件的事件响应有很多种方式,比如使用组件EventTrigger来添加事件监听,或者实现IDragHandler等接口,或者更直接地继承EventTrigger来进行更灵话的调用
Screen.sleepTimeout=SleepTimeOut.NeverSleep 禁止屏幕锁屏 Screen.
UI Overview——UI概述 我决定翻译uGUI的官方文档,一来是自己可以有一个全面整体的了解,二来是可以方便大家,网上好像也有些翻译,不过语句有点不通顺,总之我要翻译
标签: NGUI带位置图标的拖动例子
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