135 lines
5.4 KiB
C#
135 lines
5.4 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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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 - 垂直
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/// </summary>
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public class UIScrollViewV : ModuleUIPanel, UIControl {
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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> 垂直滑块 </summary>
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public readonly UIScrollerV vertical;
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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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FromTopToBottom = 0,
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FromBottomToTop = 1,
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}
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public bool isDrag;
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public float value;
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public float rolling = 10;
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public Vector3 originalPosition;
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public Vector3 pointerPosition;
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public readonly VisualElement Viewport;
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public readonly VisualElement Container;
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public readonly VisualElement ScrollerVertical;
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public UIScrollViewV(VisualElement element, VisualElement canvas, UIDirection direction = UIDirection.FromTopToBottom) : base(element) {
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this.canvas = canvas;
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this.direction = direction;
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Viewport = element.Children().FirstOrDefault(e => e.name == "Viewport");
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Container = Viewport.Children().FirstOrDefault(e => e.name == "Container");
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ScrollerVertical = element.Children().FirstOrDefault(e => e.name == "ScrollerVertical");
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if (direction == UIDirection.FromTopToBottom) { vertical = new UIScrollerV(ScrollerVertical, canvas, UIScrollerV.UIDirection.FromTopToBottom); }
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if (direction == UIDirection.FromBottomToTop) { vertical = new UIScrollerV(ScrollerVertical, canvas, UIScrollerV.UIDirection.FromBottomToTop); }
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// 设置事件
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vertical.ValueChanged += (y) => { UpdateValue(y); };
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Viewport.RegisterCallback<WheelEvent>(ViewportWheel);
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Viewport.RegisterCallback<PointerDownEvent>(DraggerDown);
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Viewport.RegisterCallback<MouseCaptureEvent>(DraggerUpOrLeave);
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Viewport.style.flexDirection = direction == UIDirection.FromTopToBottom ? FlexDirection.Column : FlexDirection.ColumnReverse;
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// 释放
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canvas.RegisterCallback<PointerUpEvent>(DraggerUpOrLeave);
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canvas.RegisterCallback<PointerLeaveEvent>(DraggerUpOrLeave);
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// 视图原始更新
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element.generateVisualContent += ElementGenerateVisualContent;
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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 virtual void Dispose() {
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Viewport.UnregisterCallback<WheelEvent>(ViewportWheel);
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Viewport.UnregisterCallback<PointerDownEvent>(DraggerDown);
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Viewport.UnregisterCallback<MouseCaptureEvent>(DraggerUpOrLeave);
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canvas.UnregisterCallback<PointerUpEvent>(DraggerUpOrLeave);
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canvas.UnregisterCallback<PointerLeaveEvent>(DraggerUpOrLeave);
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element.generateVisualContent -= ElementGenerateVisualContent;
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}
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/// <summary> 原始更新 </summary>
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private void ElementGenerateVisualContent(MeshGenerationContext context) {
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float height = Mathf.Clamp01(Viewport.resolvedStyle.height / Container.resolvedStyle.height);
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vertical.Dragger.style.height = Length.Percent(height * 100);
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}
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/// <summary> 滚轮滑动 </summary>
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private void ViewportWheel(WheelEvent evt) {
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// float maxHeight = Viewport.resolvedStyle.height - Container.resolvedStyle.height;
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// float minHeight = Mathf.Min(Viewport.resolvedStyle.height, Container.resolvedStyle.height);
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// float y = evt.delta.y * minHeight / maxHeight;
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float y = evt.delta.y * rolling / 1000;
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value = value - y;
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UpdateValue(value);
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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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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> 拖拽滑动 </summary>
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private void Dragger() {
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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 maxHeight = Viewport.resolvedStyle.height - Container.resolvedStyle.height;
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float y = offset.y / maxHeight;
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y *= direction == UIDirection.FromTopToBottom ? 1 : -1;
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UpdateValue(y);
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}
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/// <summary> 滑动弹性 </summary>
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private void SlidingElasticity() {
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float original = value;
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float max = Viewport.resolvedStyle.height < Container.resolvedStyle.height ? 1 : 0;
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if (value < 0) { value = Mathf.Lerp(value, 0, Time.deltaTime * 10); }
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if (value > max) { value = Mathf.Lerp(value, max, Time.deltaTime * 10); }
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if (original != value) { 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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isDrag = false;
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}
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/// <summary> 更新状态 </summary>
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public virtual void Update() {
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vertical.Update();
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SlidingElasticity();
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if (isDrag) { Dragger(); }
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}
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/// <summary> 更新值(0-1) </summary>
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public virtual 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 maxHeight = Viewport.resolvedStyle.height - Container.resolvedStyle.height;
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float position = maxHeight * value;
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position *= direction == UIDirection.FromTopToBottom ? 1 : -1;
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Container.transform.position = new Vector3(0, position);
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if (vertical.value != value) { vertical.UpdateValue(value, false); }
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}
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}
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} |