using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
namespace MuHua {
///
/// 滚动条 - 垂直
///
public class UIScrollerV : ModuleUIPanel, UIControl {
/// 绑定的画布
public readonly VisualElement canvas;
/// 元素方向
public readonly UIDirection direction;
/// 值改变时
public event Action ValueChanged;
///
/// 方向
///
public enum UIDirection {
FromTopToBottom = 0,
FromBottomToTop = 1,
}
public float value;
public bool isDragger;
public float originalPosition;
public float pointerPosition;
public readonly VisualElement Dragger;
public UIScrollerV(VisualElement element, VisualElement canvas, UIDirection direction = UIDirection.FromTopToBottom) : base(element) {
this.canvas = canvas;
this.direction = direction;
Dragger = Q("Dragger");
element.style.flexDirection = direction == UIDirection.FromTopToBottom ? FlexDirection.Column : FlexDirection.ColumnReverse;
//设置事件
Dragger.RegisterCallback(DraggerDown);
element.RegisterCallback(ElementDown);
canvas.RegisterCallback(DraggerUpOrLeave);
canvas.RegisterCallback(DraggerUpOrLeave);
}
/// 解绑事件,防止内存泄漏
public void Dispose() {
Dragger.UnregisterCallback(DraggerDown);
element.UnregisterCallback(ElementDown);
canvas.UnregisterCallback(DraggerUpOrLeave);
canvas.UnregisterCallback(DraggerUpOrLeave);
}
/// 拖拽按下
private void DraggerDown(PointerDownEvent evt) {
isDragger = true;
originalPosition = Dragger.transform.position.y;
pointerPosition = Screen.height - UITool.GetMousePosition().y;
}
/// 元素按下
private void ElementDown(PointerDownEvent evt) {
float offset = evt.localPosition.y - Dragger.resolvedStyle.height * 0.5f;
float max = element.resolvedStyle.height - Dragger.resolvedStyle.height;
float value1 = Mathf.InverseLerp(0, max, offset);
float value2 = Mathf.InverseLerp(max, 0, offset);
float value = direction == UIDirection.FromTopToBottom ? value1 : value2;
UpdateValue(value);
}
/// 鼠标松开或离开
private void DraggerUpOrLeave(EventBase evt) {
isDragger = false;
}
/// 更新状态
public void Update() {
if (!isDragger) { return; }
float differ = Screen.height - UITool.GetMousePosition().y - pointerPosition;
float offset = differ + originalPosition;
offset *= direction == UIDirection.FromTopToBottom ? 1 : -1;
float max = element.resolvedStyle.height - Dragger.resolvedStyle.height;
float value = Mathf.InverseLerp(0, max, offset);
UpdateValue(value);
}
/// 更新值(0-1)
public void UpdateValue(float value, bool send = true) {
this.value = value;
if (send) { ValueChanged?.Invoke(value); }
float max = element.resolvedStyle.height - Dragger.resolvedStyle.height;
float position = Mathf.Lerp(0, max, value);
position *= direction == UIDirection.FromTopToBottom ? 1 : -1;
Dragger.transform.position = new Vector2(0, position);
}
}
}