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unity實現無限列表功能

本文例項為大家分享了unity實現無限列表功能的具體程式碼,供大家參考,具體內容如下

public static class RectTransformExtensions
  {
    public static bool Overlaps(this RectTransform a,RectTransform b)
    {
      return a.WorldRect().Overlaps(b.WorldRect());
    }
    public static bool Overlaps(this RectTransform a,RectTransform b,bool allowInverse)
    {
      return a.WorldRect().Overlaps(b.WorldRect(),allowInverse);
    }
 
    public static Rect WorldRect(this RectTransform rectTransform)
    {
      Vector2 sizeDelta = rectTransform.sizeDelta;
      float rectTransformWidth = sizeDelta.x * rectTransform.lossyScale.x;
      float rectTransformHeight = sizeDelta.y * rectTransform.lossyScale.y;
 
      Vector3 position = rectTransform.position;
 
      return new Rect(
        position.x - rectTransformWidth * rectTransform.pivot.x,position.y - rectTransformHeight * rectTransform.pivot.y,rectTransformWidth,rectTransformHeight);
    }
    /// <summary>
    /// 
    /// </summary>
    /// <param name="rectTransform"></param>
    /// <param name="pos">世界座標的position</param>
    /// <returns></returns>
    public static Rect WorldRect2(this RectTransform rectTransform,Vector3 pos)
    {
      Rect rect = new Rect();
      Vector2 sizeDelta = rectTransform.sizeDelta;
      float rectTransformWidth = sizeDelta.x * rectTransform.lossyScale.x;
      float rectTransformHeight = sizeDelta.y * rectTransform.lossyScale.y;
 
      Vector3 position = pos;
 
      rect.x = position.x - rectTransformWidth * rectTransform.pivot.x;
      rect.y = position.y - rectTransformHeight * rectTransform.pivot.y;
      rect.width = rectTransformWidth;
      rect.height = rectTransformHeight;
 
      return rect;
    }
  }

以上拓展方法是判斷兩個Recttransform型別的物體是否相交。

然後ScrollRec的滑動回撥方法中更新UI位置,程式碼如下

private void OnScrollRectValueChanged(Vector2 arg0)
    {
      Dictionary<int,DynamicRect> inOverlaps = new Dictionary<int,DynamicRect>();
 
      mRectMask = 遮罩物體的RectTransform.WorldRect();
      //m_DynamicRectDic這個字典儲存的是你所有UI需要放置的位置資料,
      //判斷所有UI哪個是可見哪個不可見 ,儲存起來
      foreach (DynamicRect dR in m_DynamicRectDic.Values)
      {
        tmpTra.localPosition = dR.localPos;
        //獲取每個位置UI的世界座標Rect
        Rect rect = m_LevelItemPrefabRT.WorldRect2(tmpTra.position);
        if (rect.Overlaps(mRectMask))
        {
          inOverlaps.Add(dR.Index,dR);
        }
      }
      //m_LevelItemList是儲存你例項化後的UI列表,比如你這個遮罩頁面最多顯示3個UI,你需要例項化4個UI,然後動態修改gameobject的顯示與隱藏
      int len = m_LevelItemList.Count;
      for (int i = 0; i < len; ++i)
      {
        //LevelItem是UI上掛載的指令碼,用於更新UI介面的顯示和資料儲存的
        LevelItem item = m_LevelItemList[i];
        if (item.DRect != null && !inOverlaps.ContainsKey(item.DRect.Index))
        {
          //item的DRect為null時,隱藏物體,否則顯示物體
          item.DRect = null;
        }
      }
      //判斷哪些可以重複利用的UI,然後賦予新的資料與位置
      foreach (DynamicRect dR in inOverlaps.Values)
      {
        if (GetDynmicItem(dR) == null)
        {
          LevelItem item = GetNullDynmicItem();
 
          if (item == null) continue;
 
          item.DRect = dR;
          //更新UI的位置和顯示(自己計算,每種顯示不一樣)
          _UpdateChildTransformPos(item.gameObject,dR.Index);
        }
      }
    }
 
    /// <summary>
    /// 通過動態格子獲得動態渲染器
    /// </summary>
    /// <param name="rect"></param>
    /// <returns></returns>
    private LevelItem GetDynmicItem(DynamicRect rect)
    {
      int len = m_LevelItemList.Count;
      for (int i = 0; i < len; ++i)
      {
        LevelItem item = m_LevelItemList[i];
        if (item.DRect == null)
          continue;
        if (rect.Index == item.DRect.Index)
          return item;
      }
      return null;
    }
    /// <summary>
    /// 獲得待渲染的渲染器
    /// </summary>
    /// <returns></returns>
    private LevelItem GetNullDynmicItem()
    {
      int len = m_LevelItemList.Count;
      for (int i = 0; i < len; ++i)
      {
        LevelItem item = m_LevelItemList[i];
        if (item.DRect == null)
          return item;
      }
 
      return null;
    }
 
  public class DynamicRect
  {
    /// <summary>
    /// 本地座標
    /// </summary>
    public Vector3 localPos;
    /// <summary>
    /// 格子索引
    /// </summary>
    public int Index;
 
    public DynamicRect(int index,Vector3 localPos)
    {
      this.Index = index;
      this.localPos = localPos;
    }
  }

以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支援我們。