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Unity UI组件ScrollRect实现无限滚动条

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Unity UI组件ScrollRect实现无限滚动条

在游戏开发中经常遇到滚动显示的数据,特别是商店商品 排行榜 .......等数据很多,每一条数据去加载一个UI来显示显然对内存浪费很大,这种情况处理一般就是用几个显示条可滚动循环显示无限数据条。本篇介绍实现过程和大体思路以及可重用的滑动脚本InfinityGridLayoutGroup和MarketLayoutGroup数据管理刷新脚本。MarketElement类要看具体项目中具体数据结构来设计;仅供参考。

一 .总体流程

建一个循环滑动脚本 InfinityGridLayoutGroup类并且有删除刷新功能;

一个数据管理刷新脚本如:MarketLayoutGroup(商店市场数据刷新管理器),继承InfinityGridLayoutGroup类 并且在滑动   的时候给每条数据对象赋值显示;

一个单数据对象MarketElement;

一个UI 用于显示滑动;

1 .InfinityGridLayoutGroup类:


using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.Collections.Generic;
 
[RequireComponent(typeof(GridLayoutGroup))]
[RequireComponent(typeof(ContentSizeFitter))]
public class InfinityGridLayoutGroup : MonoBehaviour
{
 
    public int minAmount = 0;//实现无限滚动,需要的最少的child数量。屏幕上能看到的+一行看不到的,比如我在屏幕上能看到 2 行,每一行 2 个。则这个值为 2行*2个 + 1 行* 2个 = 6个。  
    public bool changePanel = false;//切换面板
    public bool up = false;
    RectTransform rectTransform;
 
    GridLayoutGroup gridLayoutGroup;
    ContentSizeFitter contentSizeFitter;
 
    ScrollRect scrollRect;
 
    List<RectTransform> children = new List<RectTransform>();
 
    Vector2 startPosition;
 
    public int amount = 0;
 
    public delegate void UpdateChildrenCallbackDelegate(int index, Transform trans);
    public UpdateChildrenCallbackDelegate updateChildrenCallback = null;
 
    public int realIndex = -1;
    int realIndexUp = -1; //从下往上;  
    #region // 改动
    Vector2 gridLayoutSizeLast;
    Vector2 gridLayoutPosLast;
    Vector2 currentPos;
    #endregion
    public bool hasInit = false;
    Vector2 gridLayoutSize;
    Vector2 gridLayoutPos;
    Dictionary<Transform, Vector2> childsAnchoredPosition = new Dictionary<Transform, Vector2>();
    Dictionary<Transform, int> childsSiblingIndex = new Dictionary<Transform, int>();
 
    // Use this for initialization  
    void Start()
    {
        StartCoroutine(InitChildren());
    }
 
    IEnumerator InitChildren()
    {
        yield return 0;
        // Debug.Log("hasInit" + hasInit);
        minAmount = transform.childCount;
        if (!hasInit)
        {
            //childsAnchoredPosition.Clear();
            //获取Grid的宽度;  
            rectTransform = GetComponent<RectTransform>();
 
            gridLayoutGroup = GetComponent<GridLayoutGroup>();
            gridLayoutGroup.enabled = false;
            contentSizeFitter = GetComponent<ContentSizeFitter>();
            contentSizeFitter.enabled = false;
            gridLayoutSizeLast = rectTransform.sizeDelta;
            gridLayoutPos = rectTransform.anchoredPosition;
            gridLayoutSize = rectTransform.sizeDelta;
 
            // Debug.Log("<Color=Red>children</Color>---" + children.Count + "realIndex---" + realIndex);
            //注册ScrollRect滚动回调;  
            scrollRect = transform.parent.GetComponent<ScrollRect>();
            scrollRect.onValueChanged.AddListener((data) => { ScrollCallback(data); });
 
            //获取所有child anchoredPosition 以及 SiblingIndex;  
            for (int index = 0; index < transform.childCount; index++)
            {
                Transform child = transform.GetChild(index);
                RectTransform childRectTrans = child.GetComponent<RectTransform>();
                childsAnchoredPosition.Add(child, childRectTrans.anchoredPosition);
 
                childsSiblingIndex.Add(child, child.GetSiblingIndex());
            }
            //Debug.Log("<Color=Blue>children</Color>---" + children.Count + "realIndex---" + realIndex);
        }
        else
        {
            //Debug.Log("gridLayoutPosLast--" + gridLayoutSizeLast.y);
            rectTransform.anchoredPosition = new Vector2(gridLayoutPos.x, Vector2.zero.y);
            // Debug.Log("current--" + currentPos.y);
 
            rectTransform.sizeDelta = gridLayoutSize;
            gridLayoutSizeLast = rectTransform.sizeDelta;
            // Debug.Log("rectTransform.sizeDelta--" + rectTransform.sizeDelta.y);
 
            children.Clear();
 
            realIndex = -1;
            realIndexUp = -1;
 
            //children重新设置上下顺序;  
            foreach (var info in childsSiblingIndex)
            {
                info.Key.SetSiblingIndex(info.Value);
            }
 
            //children重新设置anchoredPosition;  
            for (int index = 0; index < transform.childCount; index++)
            {
                Transform child = transform.GetChild(index);
 
                RectTransform childRectTrans = child.GetComponent<RectTransform>();
                if (childsAnchoredPosition.ContainsKey(child))
                {
                    childRectTrans.anchoredPosition = childsAnchoredPosition[child];
                }
                else
                {
                    Debug.LogError("childsAnchoredPosition no contain " + child.name);
                }
            }
        }
 
        //获取所有child;  
        for (int index = 0; index < transform.childCount; index++)
        {
            Transform trans = transform.GetChild(index);
            trans.gameObject.SetActive(true);
 
            children.Add(transform.GetChild(index).GetComponent<RectTransform>());
 
            //初始化前面几个;  
            UpdateChildrenCallback(children.Count - 1, transform.GetChild(index));
        }
 
        startPosition = rectTransform.anchoredPosition;
        // Debug.Log("<Color=Red>children</Color>---"+ children.Count+ "realIndex---"+ realIndex);
        realIndex = children.Count - 1;
 
        ShowElement(realIndex);
        //Debug.Log( scrollRect.transform.TransformPoint(Vector3.zero));  
 
        // Debug.Log(transform.TransformPoint(children[0].localPosition));  
 
        hasInit = true;
 
        //如果需要显示的个数小于设定的个数;  
        for (int index = 0; index < minAmount; index++)
        {
            children[index].gameObject.SetActive(index < amount);
        }
 
        if (gridLayoutGroup.constraint == GridLayoutGroup.Constraint.FixedColumnCount)
        {
            //如果小了一行,则需要把GridLayout的高度减去一行的高度;  
            int row = (minAmount - amount) / gridLayoutGroup.constraintCount;
            if (row > 0)
            {
                rectTransform.sizeDelta -= new Vector2(0, (gridLayoutGroup.cellSize.y + gridLayoutGroup.spacing.y) * row);
            }
        }
        else
        {
            //如果小了一列,则需要把GridLayout的宽度减去一列的宽度;  
            int column = (minAmount - amount) / gridLayoutGroup.constraintCount;
            if (column > 0)
            {
                rectTransform.sizeDelta -= new Vector2((gridLayoutGroup.cellSize.x + gridLayoutGroup.spacing.x) * column, 0);
            }
        }
        //if (amount <= minAmount)
        //    scrollRect.enabled = false;
        //else
        //    scrollRect.enabled = true;
    }
 
 
    void ScrollCallback(Vector2 data)
    {
        UpdateChildren();
    }
 
    void UpdateChildren()
    {
        // Debug.Log("当前位置");
        if (transform.childCount < minAmount)
        {
            return;
        }
        // Debug.Log("当前位置" + rectTransform.anchoredPosition.y + "startPosition.y" + startPosition.y);
        currentPos = rectTransform.anchoredPosition;
        //Vector2 currentPos = rectTransform.anchoredPosition;
 
        if (gridLayoutGroup.constraint == GridLayoutGroup.Constraint.FixedColumnCount)
        {
            float offsetY = currentPos.y - startPosition.y;
 
            if (offsetY > 0)
            {
                //向上拉,向下扩展;  
                {
                    if (realIndex >= amount - 1)
                    {
                        startPosition = currentPos;
                        return;
                    }
                    up = false;
                    float scrollRectUp = scrollRect.transform.TransformPoint(Vector3.zero).y;
 
                    Vector3 childBottomLeft = new Vector3(children[0].anchoredPosition.x, children[0].anchoredPosition.y - gridLayoutGroup.spacing.y - gridLayoutGroup.cellSize.y * 0.5f, 0f); //gridLayoutGroup.cellSize.y 
                    float childBottom = transform.TransformPoint(childBottomLeft).y;
 
                    if (childBottom >= scrollRectUp)
                    {
                        Debug.Log("childBottom >= scrollRectUp");
 
                        //移动到底部;  
                        for (int index = 0; index < gridLayoutGroup.constraintCount; index++)
                        {
                            children[index].SetAsLastSibling();
 
                            children[index].anchoredPosition = new Vector2(children[index].anchoredPosition.x, children[children.Count - 1].anchoredPosition.y - gridLayoutGroup.cellSize.y - gridLayoutGroup.spacing.y);
 
                            realIndex++;
 
                            if (realIndex > amount - 1)
                            {
                                children[index].gameObject.SetActive(false);
                            }
                            else
                            {
                                UpdateChildrenCallback(realIndex, children[index]);
 
                            }
                        }
                        ShowElement(realIndex);
                        //GridLayoutGroup 底部加长;  
 
                        rectTransform.sizeDelta += new Vector2(0, gridLayoutGroup.cellSize.y + gridLayoutGroup.spacing.y);
                        gridLayoutSizeLast = rectTransform.sizeDelta;
                        // Debug.Log("<Color=Red>gridLayoutSizeLast.y</Color>" + gridLayoutSizeLast.y);
                        //更新child;  
                        for (int index = 0; index < children.Count; index++)
                        {
                            children[index] = transform.GetChild(index).GetComponent<RectTransform>();
                        }
                    }
                    // Debug.Log("realIndex向上--" + realIndex);
                }
            }
            else
            {
                //Debug.Log("Drag Down");  
                //向下拉,下面收缩;  
                if (realIndex + 1 <= children.Count)
                {
                    startPosition = currentPos;
                    return;
                }
 
                RectTransform scrollRectTransform = scrollRect.GetComponent<RectTransform>();
                Vector3 scrollRectAnchorBottom = new Vector3(0, -scrollRectTransform.rect.height - gridLayoutGroup.spacing.y, 0f);//- gridLayoutGroup.spacing.y
                float scrollRectBottom = scrollRect.transform.TransformPoint(scrollRectAnchorBottom).y;
 
                Vector3 childUpLeft = new Vector3(children[children.Count - 1].anchoredPosition.x, children[children.Count - 1].anchoredPosition.y + gridLayoutGroup.spacing.y * minAmount, 0f);//gridLayoutGroup.spacing.y realIndex-minAmount+1
 
                float childUp = transform.TransformPoint(childUpLeft).y;
                //Debug.Log("childUp----" + childUp + "scrollRectBottom---" + scrollRectBottom);
                if (childUp < scrollRectBottom)
                {
                    //Debug.Log("childUp < scrollRectBottom");  
                    up = true;
                    //把底部的一行 移动到顶部  
                    for (int index = 0; index < gridLayoutGroup.constraintCount; index++)
                    {
                        children[children.Count - 1 - index].SetAsFirstSibling();
 
                        children[children.Count - 1 - index].anchoredPosition = new Vector2(children[children.Count - 1 - index].anchoredPosition.x, children[0].anchoredPosition.y + gridLayoutGroup.cellSize.y + gridLayoutGroup.spacing.y);
 
                        children[children.Count - 1 - index].gameObject.SetActive(true);
 
                        UpdateChildrenCallback(realIndex - children.Count - index, children[children.Count - 1 - index]);
                    }
 
                    realIndex -= gridLayoutGroup.constraintCount;
 
                    ShowElement(realIndex);
                    //GridLayoutGroup 底部缩短;  
                    //rectTransform.anchoredPosition = gridLayoutPos;
 
                    rectTransform.sizeDelta -= new Vector2(0, gridLayoutGroup.cellSize.y + gridLayoutGroup.spacing.y);
                    gridLayoutSizeLast = rectTransform.sizeDelta;
                    //Debug.Log("<Color=Red>gridLayoutSizeLast.y</Color>" + gridLayoutSizeLast.y);
                    //更新child;  
                    for (int index = 0; index < children.Count; index++)
                    {
                        children[index] = transform.GetChild(index).GetComponent<RectTransform>();
                    }
                }
                // Debug.Log("realIndex向下--" + realIndex);
            }
        }
        #region 左右滑动
        else
        {
            float offsetX = currentPos.x - startPosition.x;
 
            if (offsetX < 0)
            {
                //向左拉,向右扩展;  
                {
                    if (realIndex >= amount - 1)
                    {
                        startPosition = currentPos;
                        return;
                    }
 
                    float scrollRectLeft = scrollRect.transform.TransformPoint(Vector3.zero).x;
 
                    Vector3 childBottomRight = new Vector3(children[0].anchoredPosition.x + gridLayoutGroup.cellSize.x, children[0].anchoredPosition.y, 0f);
                    float childRight = transform.TransformPoint(childBottomRight).x;
 
                    // Debug.LogError("childRight=" + childRight);  
 
                    if (childRight <= scrollRectLeft)
                    {
                        //Debug.Log("childRight <= scrollRectLeft");  
 
                        //移动到右边;  
                        for (int index = 0; index < gridLayoutGroup.constraintCount; index++)
                        {
                            children[index].SetAsLastSibling();
 
                            children[index].anchoredPosition = new Vector2(children[children.Count - 1].anchoredPosition.x + gridLayoutGroup.cellSize.x + gridLayoutGroup.spacing.x, children[index].anchoredPosition.y);
 
                            realIndex++;
 
                            if (realIndex > amount - 1)
                            {
                                children[index].gameObject.SetActive(false);
                            }
                            else
                            {
                                UpdateChildrenCallback(realIndex, children[index]);
                            }
                        }
                        if (realIndex >= 7)
                            //GridLayoutGroup 右侧加长;  
                            rectTransform.sizeDelta += new Vector2(gridLayoutGroup.cellSize.x + gridLayoutGroup.spacing.x, 0);
 
                        //更新child;  
                        for (int index = 0; index < children.Count; index++)
                        {
                            children[index] = transform.GetChild(index).GetComponent<RectTransform>();
                        }
                    }
                }
            }
            else
            {
                //Debug.Log("Drag Down");  
                //向右拉,右边收缩;  
                if (realIndex + 1 <= children.Count)
                {
                    startPosition = currentPos;
                    return;
                }
                RectTransform scrollRectTransform = scrollRect.GetComponent<RectTransform>();
                Vector3 scrollRectAnchorRight = new Vector3(scrollRectTransform.rect.width + gridLayoutGroup.spacing.x, 0, 0f);
                float scrollRectRight = scrollRect.transform.TransformPoint(scrollRectAnchorRight).x;
 
                Vector3 childUpLeft = new Vector3(children[children.Count - 1].anchoredPosition.x, children[children.Count - 1].anchoredPosition.y, 0f);
 
                float childLeft = transform.TransformPoint(childUpLeft).x;
 
                if (childLeft >= scrollRectRight)
                {
                    //Debug.LogError("childLeft > scrollRectRight");  
 
                    //把右边的一行 移动到左边;  
                    for (int index = 0; index < gridLayoutGroup.constraintCount; index++)
                    {
                        children[children.Count - 1 - index].SetAsFirstSibling();
 
                        children[children.Count - 1 - index].anchoredPosition = new Vector2(children[0].anchoredPosition.x - gridLayoutGroup.cellSize.x - gridLayoutGroup.spacing.x, children[children.Count - 1 - index].anchoredPosition.y);
 
                        children[children.Count - 1 - index].gameObject.SetActive(true);
 
                        UpdateChildrenCallback(realIndex - children.Count - index, children[children.Count - 1 - index]);
                    }
 
 
 
                    //GridLayoutGroup 右侧缩短;  
                    rectTransform.sizeDelta -= new Vector2(gridLayoutGroup.cellSize.x + gridLayoutGroup.spacing.x, 0);
 
                    //更新child;  
                    for (int index = 0; index < children.Count; index++)
                    {
                        children[index] = transform.GetChild(index).GetComponent<RectTransform>();
                    }
 
                    realIndex -= gridLayoutGroup.constraintCount;
                }
                #endregion
            }
        }
        // Debug.Log("realIndex--" + realIndex);
        //Debug.Log("currentPos.y--" + currentPos.y + "rectTransform.sizeDelta---" + rectTransform.sizeDelta.y);
        startPosition = currentPos;
        gridLayoutPosLast = currentPos;
    }
 
    void UpdateChildrenCallback(int index, Transform trans)
    {
        if (updateChildrenCallback != null)
        {
            updateChildrenCallback(index, trans);
        }
    }
 
    public virtual void ShowElement(int endIndex)
    {
 
    }
    /// <summary>  
    /// 设置总的个数;  
    /// </summary>  
    /// <param name="count"></param>  
    public void SetAmount(int count)
    {
        amount = count;
        //如果切换面板
        if (!changePanel)
        {
            //hasInit = false;
            StartCoroutine(InitChildren());
            changePanel = true;
        }
        else
        {
            // Debug.Log("currentPos.y--" + currentPos.y);
            if (currentPos.y > 10)
            {
 
                如果需要显示的个数小于设定的个数;  
                //Debug.Log("minAmount--"+minAmount);
                for (int index = 0; index < minAmount; index++)
                {
                    children[index].gameObject.SetActive(index < amount);
                }
                //删除操作 
                if (GameInstance.isDecrase)
                {
                    if (realIndex > minAmount - 1)
                    {
                        realIndex--;
                        //把底部的一行 移动到顶部  
                        for (int index = 0; index < gridLayoutGroup.constraintCount; index++)
                        {
                            children[children.Count - 1 - index].SetAsFirstSibling();
 
                            children[children.Count - 1 - index].anchoredPosition = new Vector2(children[children.Count - 1 - index].anchoredPosition.x, children[0].anchoredPosition.y + gridLayoutGroup.cellSize.y + gridLayoutGroup.spacing.y);
 
                            children[children.Count - 1 - index].gameObject.SetActive(true);
 
                            UpdateChildrenCallback(realIndex - children.Count - index, children[children.Count - 1 - index]);
                        }
                        //更新child;  
                        for (int index = 0; index < children.Count; index++)
                        {
                            children[index] = transform.GetChild(index).GetComponent<RectTransform>();
                        }
                    }
 
 
                    GameInstance.isDecrase = false;//GameInstance类中bool变量控制条目删除的刷新使用
 
                    currentPos = new Vector2(currentPos.x, currentPos.y - gridLayoutGroup.cellSize.y - gridLayoutGroup.spacing.y);
                    if (realIndex > minAmount - 1)
                    {
                        gridLayoutSizeLast = new Vector2(gridLayoutSizeLast.x, gridLayoutSizeLast.y - gridLayoutGroup.cellSize.y - gridLayoutGroup.spacing.y);
                    }
                    else
                        rectTransform.anchoredPosition = currentPos;
                }
                else
                    rectTransform.anchoredPosition = currentPos;
 
                rectTransform.sizeDelta = gridLayoutSizeLast;
                rectTransform.anchoredPosition = new Vector2(currentPos.x, currentPos.y);
                startPosition = rectTransform.anchoredPosition;
                ShowElement(realIndex);
 
            }
            else
            {
                StartCoroutine(InitChildren());
            }
        }
   }
}

2.MarketLayoutGroup类:


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class MarketLayoutGroup : InfinityGridLayoutGroup
{
    bool isNotOutRange = false;
    //商店市场的可买的商品集合
    private List<MarketGood> marketGoods;
    //可出售到商店的商品集合
    public List<SealGood> marketSeal;
    //可要在商店加工的商品集合
    private List<ExchangeGood> marketMake;
    
    //重写父类的调用循环刷新显示
    public override void ShowElement(int endIndex)
    {
        //获取商店窗体对象
        MarketActivity market = MainPanelContrller.Instance.presenter.MarketWindowsActivity[0] as MarketActivity;
        //判断当前窗体默认开启的类型是否是可买的商品集合
        if (market.current == CurrentPanel.Image_Buy)
        {
            //获取可买商品的数据( GameInstance全局数据储存脚本)
            marketGoods = GameInstance.marketGoods;
            //判断商品数
            amount = marketGoods.Count;
            //Debug.Log ("marketGoods--"+marketGoods.Count);
            //endIndex为可见ui的最大下标
            isNotOutRange = endIndex < marketGoods.Count ? true : false;
            //遍历ui对象数目 判断每一条ui应该显示的数据 并调用MarketElement赋值显示。
            for (int i = 0; i < transform.childCount; i++)
            {
                //获取ui显示对象
                MarketElement presenter = transform.GetChild(i).GetComponent<MarketElement>();
                //判断并且赋值显示
                if (isNotOutRange)
                {
                    //presenter.name.text = myGoodList[endIndex - minAmount + 1 + i].name;
                    presenter.SetData(marketGoods[endIndex - minAmount + 1 + i]);
                }
                else
                {
                    if (endIndex - minAmount + 1 + i < marketGoods.Count)
                    {
                        presenter.SetData(marketGoods[endIndex - minAmount + 1 + i]);
                    }
                    else
                    {
                        MarketGood good = new MarketGood();
 
                        presenter.SetData(good);
                    }
                }
            }
        }
        else if (market.current == CurrentPanel.Image_Seal)
        {
            if (GameInstance.marketSeals == null)
                return;
            //Debug.Log("GameInstance.marketSeals" + GameInstance.marketSeals.Count);
            // Debug.Log("marketSeal" + marketSeal);
            marketSeal = GameInstance.marketSeals;
            amount = marketSeal.Count;
            isNotOutRange = endIndex < marketSeal.Count ? true : false;
            for (int i = 0; i < transform.childCount; i++)
            {
                ElementSeal presenter = transform.GetChild(i).GetComponent<ElementSeal>();
                if (isNotOutRange)
                {
                    //Debug.Log("endIndex+" + endIndex);
                    //Debug.Log(endIndex - minAmount + 1 + i);
                    //presenter.name.text = myGoodList[endIndex - minAmount + 1 + i].name;
                    presenter.SetData(marketSeal[endIndex - minAmount + 1 + i]);
                }
                else
                {
 
                    // Debug.Log(endIndex - minAmount + 1 + i);
                    if (endIndex - minAmount + 1 + i < marketSeal.Count)
                    {
                        presenter.SetData(marketSeal[endIndex - minAmount + 1 + i]);
                    }
                    else
                    {
                        SealGood _good = new SealGood();
                        presenter.SetData(_good);
                    }
                }
            }
        }
        else
        {
 
            //Debug.Log("当前所在条数--" + realIndex);
            //加工
            marketMake = GameInstance.marketMakes;
            amount = marketMake.Count;
            isNotOutRange = endIndex < marketMake.Count ? true : false;
            for (int i = 0; i < transform.childCount; i++)
            {
                MarketElement presenter = transform.GetChild(i).GetComponent<MarketElement>();
                if (isNotOutRange)
                {
                    //presenter.name.text = myGoodList[endIndex - minAmount + 1 + i].name;
                    presenter.SetData(marketMake[endIndex - minAmount + 1 + i]);
                }
                else
                {
                    //Debug.Log ("marketGoods---"+marketGoods);
                    if (endIndex - minAmount + 1 + i < marketMake.Count)
                    {
                        presenter.SetData(marketMake[endIndex - minAmount + 1 + i]);
                    }
                    else
                    {
                        ExchangeGood good = new ExchangeGood();
                        presenter.SetData(good);
                    }
                }
            }
        }
 
    }
}

3.UI对象父类MarketElement:


using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MarketElement : MonoBehaviour 
{
    public virtual void SetData(ExchangeGood good) { }
    public virtual void SetData(MarketGood good) { }
    public virtual void SetData(SealGood good) { }
    public virtual void SetData() { }

}

实现类:ElementMarket


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
public class ElementMarket : MarketElement
{
 
    private MarketGood _goodData;
    [Header("物品框父物体")]
    public Image good_BG;
    public Text price;
    public Text num;
    public Text name;
    public Text nameGoods;
    public Button buy;
 
    LocalizeData xml_data = new LocalizeData();
    string config = LocalizeManager.Instance.GetCurrentLanguage();
 
    public override void SetData(MarketGood good)
    {
        base.SetData(good);
        if (good.goodsId == 0) return;
 
        _goodData = good;
        if (MainPanelContrller.Instance.openStyle == OpenMarketStyle.Skill)
        {
            GoodsInfoData myGood = new GoodsInfoData();
            GameManager.Instance.allXmlData.GetXmlData<GoodsInfoData>(ConfigFilesName.GOODS_CONFIG, good.goodsId, ref myGood);
            good_BG.transform.GetChild(0).GetComponent<Image>().sprite = SpriteManager.LoadAtlasSprite("Sprite/Item", "Item_" + myGood.Icon);
            price.text = "x" + good.price.ToString();
            nameGoods.text = myGood.Name;
            // num.text = "x" + good.num;
            // int trend = good.price - good.lastPrice;
            //使用描述
            name.text = myGood.Description;
            //物品描述
            num.text = myGood.Description_2;
           
 
        }
        else
        {
            //员外的
        }
    }
 
    void OnEnable()
    {
        buy.onClick.AddListener(BuyBtn);
    }
    void OnDisable()
    {
        buy.onClick.RemoveAllListeners();
    }
 
    /// <summary>
    /// 打开购买二级界面 
    /// </summary>
    void BuyBtn()
    {
        Debug.Log("购买了资源商店:" + _goodData.goodsId + " 物品");
        this.gameObject.transform.parent.GetComponent<MarketLayoutGroup>().changePanel = true;
        Bundle bundle = new Bundle();
        bundle.PutObject("marketGood", _goodData);
        MainPanelContrller.Instance.presenter.MarketWindowsActivity[0].manager.PushWindow(typeof(BuyActivity), bundle);
    }
 
 
}

4.UI:

滑动总UI scrollrect

滑动组件Grid MarketLayerGourp

滑动条 ElementMarket:

Ok 介绍到这里:ElementMarket 根据具体项目的数据 进行调整,其他两项都可以重用。

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持编程网。

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Unity UI组件ScrollRect实现无限滚动条

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