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- using System;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.EventSystems;
- using UnityEngine.UI;
- /// <summary>
- ///
- /// </summary>
- public class UI_Control_ScrollFlow : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
- {
- /// <summary>
- ///
- /// </summary>
- public RectTransform Rect;
- /// <summary>
- ///
- /// </summary>
- public List<UI_Control_ScrollFlow_Item> ItemList = new List<UI_Control_ScrollFlow_Item>();
- /// <summary>
- /// 卡牌的像素宽度
- /// </summary>
- public float itemWidth = 500;
- /// <summary>
- /// 最大缩放
- /// </summary>
- public float MaxScale = 1.0f;
- /// <summary>
- /// 开始坐标值
- /// </summary>
- private float startValue = 0.5f;
- /// <summary>
- ///
- /// </summary>
- private int defaultItemIndex = 0;
- /// <summary>
- /// 卡牌之间的间隔坐标
- /// </summary>
- private float spaceValue = 0.2f;
- /// <summary>
- /// 移动速度曲线
- /// </summary>
- public AnimationCurve SpeedCurve;
- /// <summary>
- /// 坐标曲线
- /// </summary>
- public AnimationCurve PositionCurve;
- /// <summary>
- /// 缩放幅度大小曲线
- /// </summary>
- public AnimationCurve ScaleCurve;
- /// <summary>
- /// 拖拽时候的,托主幅度量
- /// </summary>
- private float dragV = 0;
- /// <summary>
- /// 拖拽时候的,计算值
- /// </summary>
- private Vector2 start_point, add_vect;
- /// <summary>
- /// 移动结束事件
- /// </summary>
- public event CallBack<UI_Control_ScrollFlow_Item> MoveEnd;
- /// <summary>
- /// 更改当前卡牌的状态
- /// </summary>
- public event CallBack<bool, UI_Control_ScrollFlow_Item> EventRefreshCardState;
- /// <summary>
- /// 是否开启动画
- /// </summary>
- public bool _anim = false;
- /// <summary>
- /// 移动的量
- /// </summary>
- private float AddV = 0;
- /// <summary>
- /// 移动方向
- /// </summary>
- private float Vk = 0;
- /// <summary>
- ///
- /// </summary>
- private float Vtotal = 0;
- /// <summary>
- /// 动画速度 * 单位时间* 移动方向,计算出来的移动值
- /// </summary>
- private float CurrentV = 0;
- /// <summary>
- ///
- /// </summary>
- private float VT = 0;
- /// <summary>
- ///
- /// </summary>
- private float _v1 = 0, _v2 = 0;
- /// <summary>
- /// 动画速度
- /// </summary>
- public float _anim_speed = 1f;
- /// <summary>
- ///
- /// </summary>
- public UI_Control_ScrollFlow_Item Current;
-
- /// <summary>
- /// 初始化组件
- /// </summary>
- public void InitComponments()
- {
- Rect = this.transform.GetComponent<RectTransform>();
- MaxScale = 1.0f;
- itemWidth = 500;
- //PositionCurve = AnimationCurve.EaseInOut(0, 0, 1.0f, 1.0f);
- float[] tixxx = new float[] {-0.22f, -0.02f, 0.18f, 0.5f, 0.82f, 1.02f, 1.22f, 1.42f, 1.62f, 1.82f, 2.02f, 2.22f, 2.42f, 2.62f, 2.82f, 3.02f, 3.22f, 3.42f, 3.62f, 3.82f, 4.02f, 4.22f, 4.42f, 4.62f, 4.82f };
- Keyframe[] ks = new Keyframe[3];
- ks[0] = new Keyframe(0, 0.95f);
- ks[1] = new Keyframe(0.5f, 1.0f);
- ks[2] = new Keyframe(1.0f, 0.95f);
- ScaleCurve = new AnimationCurve(ks);
- Keyframe[] spks = new Keyframe[5];
- spks[0] = new Keyframe(-1.0f, 2.0f);
- spks[1] = new Keyframe(-0.5f, 1.5f);
- spks[2] = new Keyframe(0, 0.5f);
- spks[3] = new Keyframe(0.5f, 1.5f);
- spks[4] = new Keyframe(1.0f, 2.0f);
- SpeedCurve = new AnimationCurve(spks);
- Keyframe[] posArr = new Keyframe[tixxx.Length];
- int index = 0;
- for (int i = -3; i <= 21; i++)
- {
- posArr[index] = new Keyframe(startValue + i * spaceValue, tixxx[index]);
- index++;
- }
- PositionCurve = new AnimationCurve(posArr);
- }
- /// <summary>
- /// 接手到通知,某个子对象的选中状态发生改变了
- /// </summary>
- public void OnReceiveUpdateState(bool isSelected, UI_Control_ScrollFlow_Item item)
- {
- if (EventRefreshCardState != null)
- {
- EventRefreshCardState(isSelected, item);
- }
- }
-
- /// <summary>
- ///
- /// </summary>
- public void Refresh(bool resetPosition = false)
- {
- if (Rect.childCount > 0)
- {
- int count = 0;
- for (int i = 0; i < Rect.childCount; i++)
- {
- Transform tran = Rect.GetChild(i);
- if (ItemsOld.Contains(tran))
- {
- continue;
- }
- if (!tran.gameObject.activeSelf)
- {
- continue;
- }
- count++;
- }
- //// Debug.LogError("countcountcount:::" + count);
- if (count > 5)
- {
- defaultItemIndex = 5;
- }
- else
- {
- defaultItemIndex = count - 1;
- }
- }
- //// Debug.LogError("defaultItemIndex::::" + defaultItemIndex);
- int rIndex = 0;
- for (int i = 0; i < Rect.childCount; i++)
- {
- Transform tran = Rect.GetChild(i);
- if (ItemsOld.Contains(tran))
- {
- continue;
- }
- if (!tran.gameObject.activeSelf)
- {
- continue;
- }
- UI_Control_ScrollFlow_Item item = tran.GetComponent<UI_Control_ScrollFlow_Item>();
- if (item != null)
- {
- item.Init(this, ItemList.Count);
- ItemList.Add(item);
- //item.Drag(startValue - (ItemList.Count - 1) * spaceValue);
- float dv = startValue + (rIndex - defaultItemIndex) * spaceValue;
- item.Drag(dv);
- //// Debug.LogError("CurrentItem::::" + dv);
- if (Mathf.Abs(dv - startValue) < 0.05f)
- {
- Current = item;
- //// Debug.LogError("CurrentItem::::" + item.gameObject.name);
- }
- rIndex++;
- }
- }
- //if (MoveEnd != null)
- //{
- // MoveEnd(Current);
- //}
- for (int i = 0; i < ItemList.Count; i++)
- {
- ItemList[i].Refresh();
- }
- ItemsOld.Clear();
- }
- /// <summary>
- ///
- /// </summary>
- public List<Transform> ItemsOld;
- /// <summary>
- ///
- /// </summary>
- public void Clear()
- {
- ItemsOld = new List<Transform>();
- for (int i = 0; i < ItemList.Count; i++)
- {
- ItemsOld.Add(ItemList[i].transform);
- Destroy(ItemList[i].gameObject);
- }
- ItemList.Clear();
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="eventData"></param>
- public void OnBeginDrag(PointerEventData eventData)
- {
- start_point = eventData.position;
- add_vect = Vector3.zero;
- _anim = false;
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="eventData"></param>
- public void OnDrag(PointerEventData eventData)
- {
- //判断此时 是不是已经到列表尽头,然后做一个极限设定
- if (ItemList[0].v > startValue)
- {
- float abs = Mathf.Abs(startValue - ItemList[0].v);
- if (abs > spaceValue)
- {
- return;
- }
- }
- if (ItemList[ItemList.Count - 1].v < startValue)
- {
- float abs = Mathf.Abs(startValue - ItemList[ItemList.Count - 1].v);
- if (abs > spaceValue)
- {
- return;
- }
- }
- add_vect = eventData.position - start_point;
- dragV = eventData.delta.x * 1.00f / itemWidth;
- //计算移动量,对应卡牌的比例
- for (int i = 0; i < ItemList.Count; i++)
- {
- ItemList[i].Drag(dragV);
- }
- }
- /// <summary>
- /// 这块需要调整
- /// 要不然不知道拖拽到哪个了......................
- /// </summary>
- /// <param name="eventData"></param>
- public void OnEndDrag(PointerEventData eventData)
- {
- float k = 0, v1;
- for (int i = 0; i < ItemList.Count; i++)
- {
- if (ItemList[i].v >= startValue)
- {
- v1 = (ItemList[i].v - startValue) % spaceValue;
- if (add_vect.x >= 0)
- {
- k = spaceValue - v1;
- //确定向右移动 ()
- }
- else
- {
- k = v1 * -1;
- }
- break;
- }
- }
- add_vect = Vector3.zero;
- // 判断是否拖拽到极限
- if (ItemList[0].v > startValue)
- {
- //说明向右滑道头了
- k = ItemList[0].v;
- k = startValue - k;
- AnimToEnd(k);
- return;
- }
- if (ItemList[ItemList.Count - 1].v < startValue)
- {
- k = ItemList[ItemList.Count - 1].v;
- k = startValue - k;
- AnimToEnd(k);
- return;
- }
- AnimToEnd(k);
- }
-
- /// <summary>
- ///
- /// </summary>
- /// <param name="v"></param>
- /// <returns></returns>
- public float GetPosition(float v, int _index)
- {
- //return v * itemWidth;
- return PositionCurve.Evaluate(v) * itemWidth;
- }
- /// <summary>
- /// 获取卡牌移动速度
- /// </summary>
- /// <param name="v"></param>
- /// <returns></returns>
- public float GetMoveSpeed(float v)
- {
- //return v * itemWidth;
- return SpeedCurve.Evaluate(v) * 1.0f;
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="v"></param>
- /// <returns></returns>
- public float GetScale(float v)
- {
- return ScaleCurve.Evaluate(v) * MaxScale;
- }
- /// <summary>
- /// 主要进行排序
- /// 除了中间之外的, 左侧的,从左到右绘制.
- /// 中间右侧,从右到左绘制
- /// </summary>
- public void LateUpdate()
- {
- List<UI_Control_ScrollFlow_Item> left = new List<UI_Control_ScrollFlow_Item>();
- List<UI_Control_ScrollFlow_Item> right = new List<UI_Control_ScrollFlow_Item>();
- List<UI_Control_ScrollFlow_Item> middle = new List<UI_Control_ScrollFlow_Item>();
- int index = 0;
- for (int i = 0; i < ItemList.Count; i++)
- {
- float abs = Mathf.Abs(startValue - ItemList[i].v);
- if (abs < 0.05f)
- {
- middle.Add(ItemList[i]);
- }
- else
- {
- if (ItemList[i].v > startValue)
- {
- right.Add(ItemList[i]);
- }
- else
- {
- left.Add(ItemList[i]);
- }
- }
- }
- for (int i = 0; i < left.Count; i++)
- {
- left[i].rect.SetSiblingIndex(index);
- index++;
- }
- for (int i = right.Count - 1; i >= 0; i--)
- {
- right[i].rect.SetSiblingIndex(index);
- index++;
- }
- for (int i = 0; i < middle.Count; i++)
- {
- middle[i].rect.SetSiblingIndex(index);
- index++;
- }
- }
- /// <summary>
- /// 移动结束
- /// </summary>
- /// <param name="k">移动距离</param>
- public void AnimToEnd(float k)
- {
- AddV = k;
- if (AddV > 0)
- {
- Vk = 1;
- }
- else if (AddV < 0)
- {
- Vk = -1;
- }
- else
- {
- return;
- }
- Vtotal = 0;
- _anim_speed = GetMoveSpeed(k);
- _anim = true;
- }
- /// <summary>
- ///
- /// </summary>
- private void Update()
- {
- if (_anim)
- {
- //// Debug.LogError("flow:::" + Time.deltaTime + " VKKK:" + Vk);
- CurrentV = Time.deltaTime * _anim_speed * Vk;
- ////通过update 来累加 CurrentV;
- ////直到移动量,达到要求的结束动画.
- ////主要对点击某个卡牌,移动直到显示某个具体位置卡牌有效.
- VT = Vtotal + CurrentV;
- if (Vk > 0 && VT >= AddV)
- {
- _anim = false;
- CurrentV = AddV - Vtotal;
- }
- if (Vk < 0 && VT <= AddV)
- {
- _anim = false;
- CurrentV = AddV - Vtotal;
- }
- ////=============================================
- for (int i = 0; i < ItemList.Count; i++)
- {
- ItemList[i].Drag(CurrentV);
- if (ItemList[i].v - startValue < 0.05f)
- {
- Current = ItemList[i];
- }
- }
- Vtotal = VT;
- if (!_anim)
- {
- //// Debug.LogError("end ened");
- if (MoveEnd != null)
- {
- MoveEnd(Current);
- }
- }
- }
- }
- /// <summary>
- /// 转到指定子对象显示
- /// </summary>
- /// <param name="script"></param>
- public void ToAppointedItem(UI_Control_ScrollFlow_Item script)
- {
- if (script == null)
- return;
- float k = script.v;
- k = startValue - k;
- AnimToEnd(k);
- }
- }
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