372 lines
13 KiB
C#
372 lines
13 KiB
C#
/********************************************************************
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文件: ScrollViewGridEx.cs
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作者: 梦语
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邮箱: 1982614048@qq.com
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创建时间: 2024/4/5 17:11
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最后修改: 梦语
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最后修改时间: 2024/04/23 09:21:55
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功能:
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*********************************************************************/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using Sirenix.OdinInspector;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace Ether
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{
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public class ScrollViewGridEx : SerializedMonoBehaviour
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{
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public enum ScrollDirection
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{
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[InspectorName("从上到下")]
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TopToDown,
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[InspectorName("从下到上")]
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DownToTop,
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[InspectorName("从左到右")]
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LeftToRight,
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[InspectorName("从右到左")]
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RightToLeft,
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}
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/// <summary>
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/// 格子数据
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/// </summary>
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public class CellInfo
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{
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public int index;
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public Vector3 pos; //已左上角为点
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public GameObject item;
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}
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#region 参数
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private ScrollRect scrollRect;
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public ScrollRect ScrollRect => scrollRect;
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[ShowInInspector]
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private RectTransform content;
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[Tooltip("该属性优先"), LabelText("格子预制体")]
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[ShowIf("@this.cellPrefabPath == null || this.cellPrefabPath == \"\"")]
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public GameObject cellPrefab;
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[Tooltip("格子预制体属性优先"), LabelText("格子预制体路径")]
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[ShowIf("@this.cellPrefab == null")]
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public string cellPrefabPath;
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private ScrollDirection scrollDirection;
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[SerializeField, ExposeProperty, Label("方向")]
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public ScrollDirection Direction
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{
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get => scrollDirection;
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set
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{
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scrollDirection = value;
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ScrollRect scroll = GetComponent<ScrollRect>();
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//Debug.LogError(scrollDirection);
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switch (value)
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{
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case ScrollDirection.TopToDown:
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case ScrollDirection.DownToTop:
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scroll.horizontal = false;
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scroll.vertical = true;
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break;
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case ScrollDirection.LeftToRight:
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case ScrollDirection.RightToLeft:
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scroll.horizontal = true;
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scroll.vertical = false;
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break;
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default:
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break;
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}
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}
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}
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[SerializeField, Label("一行或一列数量")]
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private int rowOrColNum = 1;
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[SerializeField, Label("间隔")]
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private Vector2 specing;
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#endregion
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private void Awake()
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{
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scrollRect = GetComponent<ScrollRect>();
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if (scrollRect == null)
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{
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Debug.LogError("该组件需要对应的ScrollRect! 请检查!!!");
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return;
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}
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if (content == null)
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{
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content = scrollRect?.content;
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}
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if (content == null)
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{
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Transform viewport = scrollRect?.viewport;
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content = viewport != null ? viewport?.GetChild(0).GetComponent<RectTransform>() : null;
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}
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if (content == null)
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{
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Debug.LogError("获取不到对应的ScrollView中的content! 请检查!!!");
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return;
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}
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content.anchorMin = new Vector2(0, 1);
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content.anchorMax = new Vector2(0, 1);
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if (cellPrefab == null)
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{
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cellPrefab = LoaderTools.LoadAsset<GameObject>(cellPrefabPath);
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}
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if (cellPrefab == null)
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{
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Debug.LogError("获取不到对应的格子预制体! 请检查!!!");
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return;
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}
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cellPrefab.SetActive(false);
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scrollRect.onValueChanged.RemoveAllListeners();
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scrollRect.onValueChanged.AddListener(ScrollOnDragListener);
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}
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Action<GameObject, int> actionEvent;
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List<CellInfo> cellInfoList = new List<CellInfo>();
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public void Init(Action<GameObject, int> dataAction, int dataMaxNum = -1)
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{
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cellInfoList.Clear();
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actionEvent = dataAction;
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if (dataMaxNum != -1)
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{
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RefreshData(dataMaxNum);
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}
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}
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public void RefreshData(int dataMaxNum)
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{
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if (cellPrefab == null)
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{
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Debug.LogError("获取不到对应的格子预制体! 请检查!!!");
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return;
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}
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foreach (CellInfo info in cellInfoList)
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{
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if (info.item != null)
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{
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info.item.PushPool();
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}
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info.PushPool();
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}
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for (int i = 0; i < dataMaxNum; i++)
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{
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CellInfo cellInfo = PoolManager.Inst.Get<CellInfo>();
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cellInfo.index = i;
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cellInfoList.Add(cellInfo);
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}
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Vector2 cellSize = cellPrefab.GetSize();
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switch (scrollDirection)
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{
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case ScrollDirection.TopToDown:
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case ScrollDirection.DownToTop:
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int rowNum = dataMaxNum / rowOrColNum + 1;
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float width = (cellSize.x + specing.x) * rowOrColNum - specing.x;
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float height = (cellSize.y + specing.y) * rowNum - specing.y;
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content.gameObject.SetSize(new Vector2(width, height));
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for (int i = 0; i < cellInfoList.Count; i++)
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{
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CellInfo cellInfo = cellInfoList[i];
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int curCol = i % rowOrColNum;
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int curRow = i / rowOrColNum;
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float posX = curCol * (cellSize.x + specing.x);
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float posY = -curRow * (cellSize.y + specing.y);
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cellInfo.pos = new Vector3(posX, posY);
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//Debug.Log(cellInfo.pos);
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}
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break;
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case ScrollDirection.LeftToRight:
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case ScrollDirection.RightToLeft:
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int colNum = dataMaxNum / rowOrColNum + 1;
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float contentWidth = (cellSize.x + specing.x) * colNum - specing.x;
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float contentHeight = (cellSize.y + specing.y) * rowOrColNum - specing.y;
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content.gameObject.SetSize(new Vector2(contentWidth, contentHeight));
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for (int i = 0; i < cellInfoList.Count; i++)
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{
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CellInfo cellInfo = cellInfoList[i];
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int curRow = i % rowOrColNum;
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int curCol = i / rowOrColNum;
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float posX = curCol * (cellSize.x + specing.x);
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float posY = -curRow * (cellSize.y + specing.y);
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cellInfo.pos = new Vector3(posX, posY);
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//Debug.Log(cellInfo.pos);
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}
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break;
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default:
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break;
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}
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CheckCellItemData();
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}
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Vector2 lastPos = Vector2.zero;
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Vector2 curPos = Vector2.zero;
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private void ScrollOnDragListener(Vector2 pos)
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{
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curPos = pos;
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if (curPos != lastPos)
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{
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//Debug.Log(pos);
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CheckCellItemData();
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}
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lastPos = curPos;
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}
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private void CheckCellItemData()
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{
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for (int i = 0; i < cellInfoList.Count; i++)
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{
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CellInfo cellInfo = cellInfoList[i];
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//Debug.Log(cellInfo.pos);
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if (IsInScrollRange(cellInfo))
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{
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if (cellInfo.item == null)
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{
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cellInfo.item = PoolManager.Inst.Get(cellPrefab, content);
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cellInfo.item.transform.localPosition = cellInfo.pos;
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cellInfo.item.name = cellInfo.index.ToString();
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}
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actionEvent?.Invoke(cellInfo.item, cellInfo.index);
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}
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else
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{
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if (cellInfo.item != null)
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{
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cellInfo.item.PushPool(cellPrefab.name);
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cellInfo.item = null;
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}
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}
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}
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}
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private bool IsInScrollRange(CellInfo cellInfo)
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{
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Vector2 contentPos = content.anchoredPosition;
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Vector2 scrollSize = scrollRect.gameObject.GetSize();
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Vector2 cellSize = cellPrefab.GetSize();
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float topPos = -contentPos.y + cellSize.y;
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float downPos = -contentPos.y - scrollSize.y;
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float leftPos = -contentPos.x - cellSize.x;
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float rightPos = -contentPos.x + scrollSize.x;
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//Debug.Log($"cellInfo.pos:{cellInfo.pos} topPos:{topPos}/downPos:{downPos}/leftPos:{leftPos}/rightPos:{rightPos}");
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if (cellInfo.pos.x >= leftPos && cellInfo.pos.x <= rightPos && cellInfo.pos.y >= downPos && cellInfo.pos.y <= topPos)
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{
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return true;
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}
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return false;
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}
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#if UNITY_EDITOR
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[MenuItem("GameObject/UIEx/ScrollViewEx/ScrollViewGridEx", priority = 1)]
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private static void CreateScrollViewEx(MenuCommand menuCmd)
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{
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GameObject selection = Selection.activeGameObject;
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GameObject gameObject;
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if (selection != null)
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{
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Debug.Log($"选择物体:{selection.name}");
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// 获取物体的根 Canvas
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Canvas rootCanvas = selection.GetComponentInParent<Canvas>();
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Transform parentTransform;
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if (rootCanvas != null)
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{
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parentTransform = selection.transform;
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}
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else
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{
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var canvas = ObjectFactory.CreateGameObject("Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
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var eventSystem = ObjectFactory.CreateGameObject("EventSystem", typeof(UnityEngine.EventSystems.EventSystem), typeof(UnityEngine.EventSystems.StandaloneInputModule));
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parentTransform = canvas.transform;
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}
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gameObject = ObjectFactory.CreateGameObject("New ScrollViewEx", typeof(ScrollViewGridEx), typeof(ScrollRect), typeof(Canvas));
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gameObject.transform.SetParent(parentTransform, false);
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}
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else
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{
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var canvas = ObjectFactory.CreateGameObject("Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
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var eventSystem = ObjectFactory.CreateGameObject("EventSystem", typeof(UnityEngine.EventSystems.EventSystem), typeof(UnityEngine.EventSystems.StandaloneInputModule));
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canvas.GetComponent<Canvas>().renderMode = RenderMode.ScreenSpaceOverlay;
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Transform parentTransform = canvas.transform;
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gameObject = ObjectFactory.CreateGameObject("New ScrollViewEx", typeof(ScrollViewGridEx), typeof(ScrollRect), typeof(Canvas));
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gameObject.transform.SetParent(parentTransform, false);
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}
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gameObject.transform.localPosition = Vector3.zero;
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gameObject.transform.localScale = new Vector3(1, 1, 1);
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gameObject.SetWidth(800);
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gameObject.SetHeight(600);
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GameObject viewport = ObjectFactory.CreateGameObject("Viewport", typeof(Image), typeof(Mask));
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viewport.transform.SetParent(gameObject.transform, false);
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RectTransform viewportRect = viewport.GetComponent<RectTransform>();
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viewportRect.anchorMin = new Vector2(0, 0);
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viewportRect.anchorMax = new Vector2(1, 1);
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viewportRect.pivot = new Vector2(0, 1);
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viewport.SetWidth(0);
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viewport.SetHeight(0);
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Mask viewportMask = viewport.GetComponent<Mask>();
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viewportMask.showMaskGraphic = false;
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GameObject content = ObjectFactory.CreateGameObject("Content", typeof(RectTransform));
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content.transform.SetParent(viewport.transform, false);
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RectTransform contentRect = content.GetComponent<RectTransform>();
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contentRect.anchorMin = new Vector2(0, 1);
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contentRect.anchorMax = new Vector2(0, 1);
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contentRect.pivot = new Vector2(0, 1);
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content.SetWidth(800);
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content.SetHeight(600);
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ScrollRect scrollRect = gameObject.GetComponent<ScrollRect>();
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scrollRect.content = contentRect;
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scrollRect.viewport = viewportRect;
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scrollRect.horizontal = false;
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scrollRect.vertical = true;
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ScrollViewGridEx scrollViewEx = gameObject.GetComponent<ScrollViewGridEx>();
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scrollViewEx.content = contentRect;
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EditorUtility.FocusProjectWindow();
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Selection.activeObject = gameObject;
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EditorGUIUtility.PingObject(Selection.activeObject);
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}
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#endif
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}
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}
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