修复BUG
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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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/// 滚动条 - 水平
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/// </summary>
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public class UIScrollerH : ModuleUIPanel, IDisposable {
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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<float> ValueChanged;
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/// <summary>
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/// 方向
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/// </summary>
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public enum UIDirection {
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FromLeftToRight = 0,
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FromRightToLeft = 1,
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}
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public float value;
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public bool isDragger;
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public float originalPosition;
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public float pointerPosition;
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public readonly VisualElement Dragger;
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public UIScrollerH(VisualElement element, VisualElement canvas, UIDirection direction = UIDirection.FromLeftToRight) : base(element) {
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this.canvas = canvas;
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this.direction = direction;
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Dragger = Q<VisualElement>("Dragger");
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element.style.flexDirection = direction == UIDirection.FromLeftToRight ? FlexDirection.Row : FlexDirection.RowReverse;
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//设置事件
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Dragger.RegisterCallback<PointerDownEvent>(DraggerDown);
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element.RegisterCallback<PointerDownEvent>(ElementDown);
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canvas.RegisterCallback<PointerUpEvent>(DraggerUpOrLeave);
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canvas.RegisterCallback<PointerLeaveEvent>(DraggerUpOrLeave);
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}
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/// <summary> 解绑事件,防止内存泄漏 </summary>
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public void Dispose() {
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Dragger.UnregisterCallback<PointerDownEvent>(DraggerDown);
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element.UnregisterCallback<PointerDownEvent>(ElementDown);
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canvas.UnregisterCallback<PointerUpEvent>(DraggerUpOrLeave);
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canvas.UnregisterCallback<PointerLeaveEvent>(DraggerUpOrLeave);
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}
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/// <summary> 拖拽按下 </summary>
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private void DraggerDown(PointerDownEvent evt) {
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isDragger = true;
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originalPosition = Dragger.transform.position.x;
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pointerPosition = UITool.GetMousePosition().x;
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}
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/// <summary> 元素按下 </summary>
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private void ElementDown(PointerDownEvent evt) {
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float offset = evt.localPosition.x - Dragger.resolvedStyle.width * 0.5f;
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float max = element.resolvedStyle.width - Dragger.resolvedStyle.width;
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float value1 = Mathf.InverseLerp(0, max, offset);
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float value2 = Mathf.InverseLerp(max, 0, offset);
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float value = direction == UIDirection.FromLeftToRight ? value1 : value2;
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UpdateValue(value);
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}
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/// <summary> 鼠标松开或离开 </summary>
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private void DraggerUpOrLeave(EventBase evt) {
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isDragger = false;
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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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if (!isDragger) { return; }
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float differ = UITool.GetMousePosition().x - pointerPosition;
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float offset = differ + originalPosition;
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offset *= direction == UIDirection.FromLeftToRight ? 1 : -1;
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float max = element.resolvedStyle.width - Dragger.resolvedStyle.width;
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float value = Mathf.InverseLerp(0, max, offset);
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UpdateValue(value);
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}
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/// <summary> 更新值(0-1) </summary>
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public void UpdateValue(float value, bool send = true) {
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this.value = value;
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if (send) { ValueChanged?.Invoke(value); }
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float max = element.resolvedStyle.width - Dragger.resolvedStyle.width;
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float position = Mathf.Lerp(0, max, value);
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position *= direction == UIDirection.FromLeftToRight ? 1 : -1;
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Dragger.transform.position = new Vector2(position, 0);
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}
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}
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}
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