修改UITool包
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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.UIElements;
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namespace MuHua {
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/// <summary>
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/// 滚动视图
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/// </summary>
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public class UIScrollView {
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/// <summary> 绑定的元素 </summary>
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public readonly VisualElement element;
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/// <summary> 绑定的画布 </summary>
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public readonly VisualElement canvas;
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/// <summary> 元素方向 </summary>
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public readonly UIDirection direction;
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/// <summary> 值改变时 </summary>
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public event Action<Vector2> ValueChanged;
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public Vector2 value;
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public bool isDrag;
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public Vector3 originalPosition;
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public Vector3 pointerPosition;
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private UIScroller horizontal;
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private UIScroller vertical;
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public VisualElement Viewport => element.Q<VisualElement>("Viewport");
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public VisualElement Container => element.Q<VisualElement>("Container");
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public VisualElement ScrollerHorizontal => element.Q<VisualElement>("ScrollerHorizontal");
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public VisualElement ScrollerVertical => element.Q<VisualElement>("ScrollerVertical");
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public UIScrollView(VisualElement element, VisualElement canvas, UIDirection direction = UIDirection.HorizontalAndVertical, UIDirection sh = UIDirection.FromLeftToRight, UIDirection sv = UIDirection.FromTopToBottom) {
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this.element = element;
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this.canvas = canvas;
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this.direction = direction;
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element.generateVisualContent += ElementGenerateVisualContent;
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if (sh == UIDirection.FromLeftToRight) { horizontal = new UIScroller(ScrollerHorizontal, canvas, sh); }
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if (sh == UIDirection.FromRightToLeft) { horizontal = new UIScroller(ScrollerHorizontal, canvas, sh); }
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if (sv == UIDirection.FromTopToBottom) { vertical = new UIScroller(ScrollerVertical, canvas, sv); }
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if (sv == UIDirection.FromBottomToTop) { vertical = new UIScroller(ScrollerVertical, canvas, sv); }
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//设置事件
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horizontal.ValueChanged += (x) => { UpdateValue(new Vector2(x, value.y)); };
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vertical.ValueChanged += (y) => { UpdateValue(new Vector2(value.x, y)); };
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Viewport.RegisterCallback<WheelEvent>(ViewportWheel);
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Viewport.RegisterCallback<PointerDownEvent>(DraggerDown);
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Viewport.RegisterCallback<MouseCaptureEvent>((evt) => isDrag = false);
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canvas.RegisterCallback<PointerUpEvent>((evt) => isDrag = false);
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canvas.RegisterCallback<PointerLeaveEvent>((evt) => isDrag = false);
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}
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/// <summary> 视图原始更新 </summary>
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private void ElementGenerateVisualContent(MeshGenerationContext context) {
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float width = Mathf.Clamp01(Viewport.resolvedStyle.width / Container.resolvedStyle.width);
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float height = Mathf.Clamp01(Viewport.resolvedStyle.height / Container.resolvedStyle.height);
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horizontal.dragger.style.width = Length.Percent(width * 100);
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vertical.dragger.style.height = Length.Percent(height * 100);
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}
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/// <summary> 视图滚轮滑动 </summary>
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private void ViewportWheel(WheelEvent evt) {
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float wheel = Mathf.Clamp(evt.delta.y, -1, 1);
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if (direction == UIDirection.Horizontal) {
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UpdateValue(new Vector2(value.x - wheel, value.y));
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} else {
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UpdateValue(new Vector2(value.x, value.y - wheel));
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}
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}
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private void DraggerDown(PointerDownEvent evt) {
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isDrag = true;
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originalPosition = Container.transform.position;
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Vector3 mousePosition = UITool.GetMousePosition();
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pointerPosition = new Vector3(mousePosition.x, Screen.height - mousePosition.y);
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}
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/// <summary> 更新状态 </summary>
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public void Update() {
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horizontal.Update();
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vertical.Update();
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Vector2 original = value;
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float maxX = Viewport.resolvedStyle.width < Container.resolvedStyle.width ? 1 : 0;
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float maxY = Viewport.resolvedStyle.height < Container.resolvedStyle.height ? 1 : 0;
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if (value.x < 0) { value.x = Mathf.Lerp(value.x, 0, Time.deltaTime * 10); }
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if (value.x > maxX) { value.x = Mathf.Lerp(value.x, maxX, Time.deltaTime * 10); }
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if (value.y < 0) { value.y = Mathf.Lerp(value.y, 0, Time.deltaTime * 10); }
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if (value.y > maxY) { value.y = Mathf.Lerp(value.y, maxY, Time.deltaTime * 10); }
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if (original != value) { UpdateValue(value); }
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if (!isDrag) { return; }
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Vector3 mousePosition = UITool.GetMousePosition();
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Vector3 differ = new Vector3(mousePosition.x, Screen.height - mousePosition.y) - pointerPosition;
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Vector3 offset = differ + originalPosition;
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float maxWidth = Viewport.resolvedStyle.width - Container.resolvedStyle.width;
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float maxHeight = Viewport.resolvedStyle.height - Container.resolvedStyle.height;
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float x = offset.x / maxWidth;
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float y = offset.y / maxHeight;
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UpdateValue(new Vector2(x, y));
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}
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/// <summary> 更新值(0-1) </summary>
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public void UpdateValue(Vector2 value, bool send = true) {
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if (direction == UIDirection.Horizontal) { value.y = 0; }
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if (direction == UIDirection.Vertical) { value.x = 0; }
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this.value = value;
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if (send) { ValueChanged?.Invoke(value); }
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float maxWidth = Viewport.resolvedStyle.width - Container.resolvedStyle.width;
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float maxHeight = Viewport.resolvedStyle.height - Container.resolvedStyle.height;
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float xPos = maxWidth * value.x;
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float yPos = maxHeight * value.y;
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Container.transform.position = new Vector3(xPos, yPos);
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if (horizontal.value != value.x) { horizontal.UpdateValue(value.x, false); }
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if (vertical.value != value.y) { vertical.UpdateValue(value.y, false); }
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}
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}
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}
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