时间:2022-06-23 11:39:22 | 栏目:.NET代码 | 点击:次
Demo展示
游戏中有非常多的下拉滚动菜单,比如成就列表,任务列表,以及背包仓库之类;如果列表内容非常丰富,会占用大量内存,这篇无限滚动复用ScrollView就是解决这种问题;还可以用来做朋友圈,聊天等;
一般情况,ScrollView中每个Item的大小是一直的,使用ContentSizeFillter组件足够解决大部分问题;
如果每个Item大小不一致,问题就复杂起来,需要做滚动位置判断,我这里做了大小适应;
1.将数据部分和滚动逻辑部分分离开,数据设计成泛型类;
2.在ScrollView组件上添加ScrollView脚本,控制Item的添加和删除,分为头部和尾部;
3.在每个Item上添加ScrollItem脚本,重写更新数据方法,同时监听自身是否为头部或者尾部;
4.如果为头部或者尾部,且超界通过委托调用ScrollView脚本中的添加或删除Item方法;
负责整个列表的数据管理,分为总数据和现实数据两个链表,增删查改方法;泛型类方便复用;
这里使用LinkedList方便查找并返回头尾节点;
全部代码:
public class ScrollData<T> { public List<T> allDatas; public LinkedList<T> curDatas; public ScrollData() { allDatas = new List<T>(); curDatas = new LinkedList<T>(); //加载数据; } //获取头数据 public T GetHeadData() if(allDatas.Count == 0) return default(T); if (curDatas.Count == 0) { T head = allDatas[0]; curDatas.AddFirst(head); return head; } T t = curDatas.First.Value; int index = allDatas.IndexOf(t); if (index != 0) T head = allDatas[index - 1]; return default(T); //移出头数据 public bool RemoveHeadData() if (curDatas.Count == 0 || curDatas.Count == 1) return false; curDatas.RemoveFirst(); return true; //获取尾部数据 public T GetEndData() if (allDatas.Count == 0) T end = allDatas[0]; curDatas.AddLast(end); return end; T t = curDatas.Last.Value; if (index != allDatas.Count - 1) T end = allDatas[index + 1]; //移出尾部数据 public bool RemoveEndData() curDatas.RemoveLast(); //添加数据,通过数组 public void AddData(T[] t) allDatas.AddRange(t); //添加数据,通过链表 public void AddData(List<T> t) allDatas.AddRange(t.ToArray()); //添加单条数据 public void AddData(T t) allDatas.Insert(0,t); curDatas.AddFirst(t); //情况当前显示节点 public void ClearCurData() curDatas.Clear(); //获取当前显示链表的第一个数据在总数据中的下标 public int GetFirstIndex() return allDatas.IndexOf(t); }
关键字段:
scrollItemGo //每个Item的预制体 content //scrollRect下的Content spacing //每个Item的间隔 isStart //是否第一次加载
方法:
GetChildItem;
1.获取一个Item的预制体,先从content的子物体中寻找active为false的物体,如果没有则根据scrollItemGo克隆一个;
2.创建新Item时,获取ScrollItem组件,赋值其中的参数(四个委托),并初始化;
OnAddHead;OnRemoveHead;OnAddEnd;OnRemoveEnd;
委托方法:
1.调用ScrollData中GetHeadData方法,获得头数据;
2.找到content中第一个节点;
3.调用GetChildItem方法获得item的实例;
4.SetAsFirstSibling,将实例设置为首节点,同时调用RefreshData,刷新数据;
5.根据item 的宽度做自适应(item大小相同,只选挂载ContentSizeFitter);
全部代码:
public class ScrollView : MonoBehaviour { public GameObject scrollItemGo; private RectTransform content; [SerializeField] private float spacing; private bool isStart = true; void Start() { content = this.GetComponent<ScrollRect>().content; spacing = 15; OnAddHead(); } private GameObject GetChildItem() //查找是否有未回收的子节点 for (int i = 0; i < content.childCount; ++i) { GameObject tempGo = content.GetChild(i).gameObject; if (!tempGo.activeSelf) { tempGo.SetActive(true); return tempGo; } } //无创建新的 GameObject childItem = GameObject.Instantiate<GameObject>(scrollItemGo,content.transform); ScrollViewItem scrollItem = childItem.GetComponent<ScrollViewItem>(); if (scrollItem == null) scrollItem = childItem.AddComponent<ScrollViewItem>(); scrollItem.onAddHead += OnAddHead; scrollItem.onRemoveHead += OnRemoveHead; scrollItem.onAddEnd += OnAddEnd; scrollItem.onRemoveEnd += OnRemoveEnd; scrollItem.Init(); childItem.GetComponent<RectTransform>().anchorMin = new Vector2(0.5f, 1); childItem.GetComponent<RectTransform>().anchorMax = new Vector2(0.5f, 1); childItem.GetComponent<RectTransform>().pivot = new Vector2(0, 1); childItem.transform.localScale = Vector3.one; childItem.transform.localPosition = Vector3.zero; //-----设置宽高——加载数据 return childItem; private void OnAddHead() Data data = this.GetComponent<Test>().scrollData.GetHeadData(); if (data != null) Transform first = FindFirst(); //----first 不为 数据头---在data中做了 GameObject obj = GetChildItem(); obj.GetComponent<ScrollViewItem>().RefreshData(data); obj.transform.SetAsFirstSibling(); RectTransform objRect = obj.GetComponent<RectTransform>(); float height = objRect.sizeDelta.y; if (first != null) obj.transform.localPosition = first.localPosition + new Vector3(0, height + spacing, 0); if (isStart) content.sizeDelta += new Vector2(0, height + spacing); isStart = false; private void OnRemoveHead() var scrollData = this.GetComponent<Test>().scrollData; if (scrollData.RemoveHeadData()) Transform tf = FindFirst(); if (tf != null) tf.gameObject.SetActive(false); private void OnAddEnd() Data data = this.GetComponent<Test>().scrollData.GetEndData(); Transform end = FindEnd(); //----end 不为 数据尾在data中做了 obj.transform.SetAsLastSibling(); float height = end.GetComponent<RectTransform>().sizeDelta.y; if (end != null) obj.transform.localPosition = end.localPosition - new Vector3(0, height + spacing, 0); //是否增加content高度 if (IsAddContentH(obj.transform)) float h = obj.GetComponent<RectTransform>().sizeDelta.y; content.sizeDelta += new Vector2(0, h + spacing); private void OnRemoveEnd() if (scrollData.RemoveEndData()) Transform tf = FindEnd(); private Transform FindFirst() if (content.GetChild(i).gameObject.activeSelf) return content.GetChild(i); return null; private Transform FindEnd() for (int i = content.childCount - 1; i >= 0; --i) private bool IsAddContentH(Transform tf) Vector3[] rectC = new Vector3[4]; Vector3[] contentC = new Vector3[4]; tf.GetComponent<RectTransform>().GetWorldCorners(rectC); content.GetWorldCorners(contentC); if (rectC[0].y < contentC[0].y) return true; return false; }
关键字段:四个委托
public Action onAddHead; public Action onRemoveHead; public Action onAddEnd; public Action onRemoveEnd;
关键方法:
OnRecyclingItem;
1.判断自身是否为头尾节点;
2.判断自身是否超界,超界需要隐藏自身;
3.判断自身与边界距离,是否添加节点;
关键API:
RectTransform.GetWorldCorners(Vector3[4])
获取UI对象四个顶点的世界坐标,下标对应的位置;
全部代码:
public class ScrollViewItem : MonoBehaviour { private RectTransform viewRect; private RectTransform rect; [SerializeField] private float viewStart; [SerializeField] private float viewEnd; [SerializeField] private Vector3[] rectCorners; public Action onAddHead; public Action onRemoveHead; public Action onAddEnd; public Action onRemoveEnd; public Text nameT; public Text inputT; void Start() { Init(); } public void Init() { viewRect = transform.parent.parent.GetComponent<RectTransform>(); rect = this.GetComponent<RectTransform>(); rectCorners = new Vector3[4]; viewRect.GetWorldCorners(rectCorners); viewStart = rectCorners[1].y; viewEnd = rectCorners[0].y; } void Update() { OnRecyclingItem(); } //超界变false; private void OnRecyclingItem() { rect = this.GetComponent<RectTransform>(); rectCorners = new Vector3[4]; rect.GetWorldCorners(rectCorners); if (IsFirst()) { if (rectCorners[0].y > viewStart) { //隐藏头节点 if (onRemoveHead != null) onRemoveHead(); } if (rectCorners[1].y < viewStart) { //添加头节点-头节点不为数据起始点 if (onAddHead != null) onAddHead(); } } if (IsLast()) { if (rectCorners[0].y > viewEnd) { //添加尾节点-尾节点不为数据末尾 if (onAddEnd != null) onAddEnd(); } if (rectCorners[1].y < viewEnd) { //隐藏尾节点 if (onRemoveEnd != null) onRemoveEnd(); } } } private bool IsFirst() { for (int i = 0; i < transform.parent.childCount; ++i) { Transform tf = transform.parent.GetChild(i); if (tf.gameObject.activeSelf) { if (tf == this.transform) { return true; } break; } } return false; } private bool IsLast() { for (int i = transform.parent.childCount-1; i >= 0 ; i--) { Transform tf = transform.parent.GetChild(i); if (tf.gameObject.activeSelf) { if (tf == this.transform) { return true; } break; } } return false; } public bool IsInView() { rect = this.GetComponent<RectTransform>(); rect.GetWorldCorners(rectCorners); if (rectCorners[1].y > viewEnd || rectCorners[0].y < viewStart) return false; return true; } public void RefreshData(Data da) { nameT.text = da.name; inputT.text = da.text; Vector2 oldSize = rect.sizeDelta; rect.sizeDelta = new Vector2(oldSize.x, 200 + da.h); } }
初始化数据,随机4中宽度的item;
void InitData() { int[] hArr = new int[4]; hArr[0] = 0; hArr[1] = 190; hArr[2] = 190 * 2; hArr[3] = 190 * 3; for (int i = 0; i < 30; ++i) { Data da = new Data(); da.name = "小紫苏" + i.ToString(); da.text = "000000" + i.ToString(); int index = UnityEngine.Random.Range(0, 3); da.h = hArr[index]; scrollData.allDatas.Add(da); } }
添加三个按钮,及相应的响应方法;
private void AddData() { int[] hArr = new int[4]; hArr[0] = 0; hArr[1] = 190; hArr[2] = 190 * 2; hArr[3] = 190 * 3; Data[] newData = new Data[20]; for (int i = 0; i < 20; ++i) { Data da = new Data(); da.name = "小紫苏" + i.ToString(); da.text = "000000" + i.ToString(); int index = UnityEngine.Random.Range(0, 3); da.h = hArr[index]; newData[i] = da; } scrollDat
回到顶部或底部需要有过程,因此需要在update中运行,也可以用插值;
private void OnGoHead() { if (isGoHead) isGoHead = false; else isGoHead = true; } private void OnGoLast() { if (isGoLast) isGoLast = false; else isGoLast = true; }
private void GoHead() { if (!isGoHead) return; float curPos = scroll.verticalNormalizedPosition; if (curPos != 1) { curPos += 0.01f; if (curPos >= 1) { curPos = 1; isGoHead = false; } scroll.verticalNormalizedPosition = curPos; } } private void GoLast() { if (!isGoLast) return; float curPos = scroll.verticalNormalizedPosition; if (curPos != 0) { curPos -= 0.01f; if (curPos <= 0) { curPos = 0; isGoLast = false; } scroll.verticalNormalizedPosition = curPos; } }
回滚判断是通过verticalNormalizedPosition的API,更改这个值后需要间隔一帧才会修改,因为可能导致判断两次;
解决方法,延迟调用1s——Invoke;
锚点的设置以及UI的自适应会直接影响项目回滚的方向和位置;
大部分位置出错都是因为锚点设置错误;
网络数据一般都是异步,所以判断会做多次,因此数据上要求提前计算好item的宽度;
项目工程我上传到Gitee,可自行下载学习;https://gitee.com/small-perilla/scroll-view
以上是我对滚动复用组件的总结,如果有更好的意见,欢迎给作者评论留言;