Unity 滚轮实现UGUI ScrollView的缩放

发表于2017-11-28
评论5 5.6k浏览

本文原创,转载请注明出处http://www.cnblogs.com/AdvancePikachu/p/7908754.html

前段时间在做一个类似AnimationCurve的可视化编辑器,其中在做内部缩放的时候略有所感,把利用滚轮+焦点的缩放分享一下。

 

 

其中一个脚本处理内部逻辑

public class ResizeScrollEvent : UnityEvent<float> { }
public class UIScroll : MonoBehaviour, IScrollHandler
{
    public float minFactor = 1;
    public float maxFactor = 3;
    public bool wholeSizeFactor = true;
    private ResizeScrollEvent _onResize = new ResizeScrollEvent();
    private float _sizeFactor = 1f;
    public ResizeScrollEvent OnResize { get { return _onResize; } }
    public float SizeFactor
    {
        get
        {
            if (wholeSizeFactor)
                return Mathf.Round(_sizeFactor);
            return _sizeFactor;
        }
        set
        {
            SetFactor(value);
        }
    }
    [SerializeField]
    RectTransform content;
    [SerializeField]
    RectTransform viewport;
    Rect _rect;
    Vector2 _focusPos;
    void Start()
    {
        _rect = GetWorldRect(viewport);
        _focusPos = _rect.center;
    }
    public static Rect GetWorldRect(RectTransform rt)
    {
        Vector3[] cors_ = new Vector3[4];
        rt.GetWorldCorners(cors_);
        Vector2 center = cors_[0];
        float width = Mathf.Abs(cors_[0].x - cors_[2].x);
        float height = Mathf.Abs(cors_[0].y - cors_[2].y);
        Rect rect_ = new Rect(center.x, center.y, width, height);
        return rect_;
    }
    private void SetFactor(float value)
    {
        value = ClampFactorValue(value);
        if (value != _sizeFactor)
        {
            _sizeFactor = value;
            ChangeSizeFactor(_sizeFactor);
            _onResize.Invoke(_sizeFactor);
        }
    }
    private void ChangeSizeFactor(float v)
    {
     Vector2 viewportSize_ = _rect.size;
 
        //缩放过程中的焦点位置(此处为中心位置)
//_focusPos = _rect.center; Rect contentRect_ = GetWorldRect(content); Vector2 contentSize_ = contentRect_.size; Vector2 contentCenter_ = contentRect_.center; Vector2 contentCenter2ViewportCenter_ = _focusPos - contentCenter_; float centerPosPercentX_ = contentCenter2ViewportCenter_.x / contentSize_.x; float centerPosPercentY_ = contentCenter2ViewportCenter_.y / contentSize_.y; Vector2 scorllSize_ = viewportSize_ + (v - 1) * viewportSize_ / 5; content.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, scorllSize_.x); content.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, scorllSize_.y); Vector2 sizeDelta_ = scorllSize_ - contentSize_; Vector2 posOffset_ = new Vector2(sizeDelta_.x * -centerPosPercentX_, sizeDelta_.y * -centerPosPercentY_); content.anchoredPosition += posOffset_; Vector3[] viewCorner_ = new Vector3[4]; Vector3[] contentCorner_ = new Vector3[4]; viewport.GetWorldCorners(viewCorner_); content.GetWorldCorners(contentCorner_); float xFixDelta_ = 0; float yFixDelta_ = 0; if (viewCorner_[0].x < contentCorner_[0].x) xFixDelta_ = viewCorner_[0].x - contentCorner_[0].x; if (viewCorner_[0].y < contentCorner_[0].y) yFixDelta_ = viewCorner_[0].y - contentCorner_[0].y; if (viewCorner_[2].x > contentCorner_[2].x) xFixDelta_ = viewCorner_[2].x - contentCorner_[2].x; if (viewCorner_[2].y > contentCorner_[2].y) yFixDelta_ = viewCorner_[2].y - contentCorner_[2].y; content.anchoredPosition += new Vector2(xFixDelta_, yFixDelta_); } private float ClampFactorValue(float value) { float factor_ = Mathf.Clamp(value, minFactor, maxFactor); if (wholeSizeFactor) factor_ = Mathf.Round(factor_); return factor_; } public void OnScroll(PointerEventData eventData) { if (!isActiveAndEnabled) return;
_focusPos = eventData.position;//焦点为鼠标所在位置 float delta_ = 0;
        if (Mathf.Abs(eventData.scrollDelta.x) > Mathf.Abs(eventData.scrollDelta.y))
            delta_ = eventData.scrollDelta.x;
        else delta_ = eventData.scrollDelta.y;
        SetFactor(_sizeFactor + delta_);
    }
}

  另一个脚本做触发

public class NewBehaviourScript : MonoBehaviour
{
    [SerializeField]
    Slider scaleSlider;
    [SerializeField]
    Text sliderValue;
    [SerializeField]
    UIScroll scrollView;
	void Start ()
    {
        scaleSlider.wholeNumbers = true;
        scaleSlider.minValue = 1;
        scaleSlider.maxValue = 10;
        scaleSlider.onValueChanged.AddListener(OnSliderValueChange);
        scrollView.minFactor = scaleSlider.minValue;
        scrollView.maxFactor = scaleSlider.maxValue;
        scrollView.wholeSizeFactor = true;
        scrollView.OnResize.AddListener(OnScrollResized);
        scrollView.SizeFactor = 1;
	}
    private void OnScrollResized(float value)
    {
        scaleSlider.value = value;
    }
    private void OnSliderValueChange(float value)
    {
        scrollView.SizeFactor = value;
        sliderValue.text = value.ToString();
    }
}

 

 

PS:刚开始以为是版本问题,后来发现是我的Cavans设置有问题,修改后问题解决!

 

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