[导读]最近.....废话不多说上效果图用的是UGUI我先说思路通过判断元素的位置信息来改变Hierarchy的顺序 实现无限滚动改变位置的同时也要不断的调整Content的位置防止乱跳元素锁定就是直接锁死的元素的移动范围 当只有拖动大于一定程度时
最近.....
废话不多说上效果图
用的是UGUI
我先说思路
通过判断元素的位置信息来改变Hierarchy的顺序 实现无限滚动
改变位置的同时也要不断的调整Content的位置防止乱跳
元素锁定就是直接锁死的元素的移动范围 当只有拖动大于一定程度时才会发生改变
然后是面板设置
整体结构是这样子的
需要注意的是Content需要的两个组件
Content的爸爸只需要一个脚本
大小改变曲线(大致就行)
颜色渐变曲线
最后是脚本using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class DateControl : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler {
public enum ItemType { _year, _month, _day }
public ItemType _itemtype;
RectTransform conentRect;
RectTransform targetRec;
Vector3 oldDragPos;
Vector3 newDragPos;
public AnimationCurve curve_scale;//改变大小曲线
public AnimationCurve curve_color;//渐变效果曲线
List textList = new List();
Button testBtn;
float
itemHeight, //子项item的高
contentParentHeight, //Content爸爸的高
itemNum, //子项数量
itemHeight_min, //子项最小发生改变位置
itemHeight_max, //子项最大发生改变位置
conentLimit, //Conent纠正位置
conentSpacing; //子项间隔大小
float deltaX, deltaY;
[HideInInspector]
public static int _year, _month, _day;
[HideInInspector]
int dateItemNum;
Color itemColor_hig = new Color32(255, 255, 255, 255);
void Awake() {
conentRect = transform.FindChild("Content").GetComponent();
targetRec = transform.parent.FindChild("HighlightTarget").GetComponent();
}
void OnEnable() {
ItemList();
}
void Start() {
switch (_itemtype) {
case ItemType._year: InstantiateData(15, 2017); break;
case ItemType._month: InstantiateData(12, 12); break;
case ItemType._day: InstantiateData(31, 31); break;
}
itemNum = transform.FindChild("Content").childCount - 1;
contentParentHeight = conentRect.parent.GetComponent().sizeDelta.y;
conentSpacing = conentRect.GetComponent().spacing / 2;
itemHeight = textList[0].rectTransform.sizeDelta.y + conentSpacing;
if (itemNum % 2 == 0) conentLimit = (itemHeight + 5) / 2;
else conentLimit = 0;
conentRect.anchoredPosition = new Vector2(conentRect.anchoredPosition.x, conentLimit);
deltaX = textList[0].GetComponent().sizeDelta.x;
deltaY = textList[0].GetComponent().sizeDelta.y;
Invoke("ItemList", 0.05f);
}
///
/// 生成子项item
///
/// 子项数量
/// 子项最大值
void InstantiateData(int itemNum, int dat) {
GameObject go;
Text testObj = conentRect.FindChild("Text").GetComponent();
for (int i = dat - itemNum + 1; i <= dat; i++) {
go = Instantiate(testObj.gameObject, conentRect);
go.GetComponent().text = i.ToString();
go.name = i.ToString();
textList.Add(go.GetComponent());
ShowItem(true);
}
Destroy(conentRect.FindChild("Text").gameObject);
}
///
/// 是增加或减少
///
///
void ShowItem(bool isIncreaseOrdecrease) {
itemHeight_min = -itemHeight;
if (_itemtype == ItemType._day) itemHeight_max = -itemHeight * itemNum - 95;
else itemHeight_max = -itemHeight * itemNum;
if (isIncreaseOrdecrease) {
foreach (Text rectItem in textList) {
if (rectItem.GetComponent().anchoredPosition.y > itemHeight_min) {
print("+");
rectItem.transform.SetSiblingIndex((int)itemNum);
}
}
print(itemHeight_min);
} else {
foreach (Text rectItem in textList) {
if (rectItem.GetComponent().anchoredPosition.y
print("-");
rectItem.transform.SetSiblingIndex(0);
}
}
print(itemHeight_max);
}
}
///
/// 渐变效果,改变大小,高亮显示
///
void ItemList() {
foreach (Text item in textList) {
float indexA = Mathf.Abs(item.GetComponent().position.y - targetRec.position.y);
float indexSc_scale = Mathf.Abs(curve_scale.Evaluate(indexA / contentParentHeight));
float indexSc_color = Mathf.Abs(curve_color.Evaluate(indexA / contentParentHeight));
if (indexA
item.color = itemColor_hig;
switch (_itemtype) {
case ItemType._year: _year = int.Parse(item.text); break;
case ItemType._month: _month = int.Parse(item.text); break;
case ItemType._day: _day = int.Parse(item.text); break;
}
} else item.color = new Color(0, 0, 0, 1 - indexSc_color);
item.GetComponent().localScale = new Vector3(1 - indexSc_scale, 1 - indexSc_scale * 3, 1 - indexSc_scale);
//item.GetComponent().sizeDelta = new Vector2(deltaX - (deltaX * indexSc), deltaY - (deltaY * indexSc));
}
}
///
/// 获取int类型日期,并转换为指定格式
///
///
public static string GetDateInfo() { return _year + "-" + _month + "-" + _day; }
///
/// 纠正Conent位置
///
void UpdateEx() {
if (conentRect.anchoredPosition.y > conentLimit) {
ShowItem(true);
conentRect.anchoredPosition = new Vector2(conentRect.anchoredPosition.x, conentRect.anchoredPosition.y - itemHeight);
}
if (conentRect.anchoredPosition.y
ShowItem(false);
conentRect.anchoredPosition = new Vector2(conentRect.anchoredPosition.x, conentRect.anchoredPosition.y + itemHeight);
}
}
///
/// 获取拖拽信息并改变Conent位置
///
///
void SetDraggedPosition(PointerEventData eventData) {
if (RectTransformUtility.ScreenPointToWorldPointInRectangle(conentRect, eventData.position, eventData.pressEventCamera, out newDragPos)) {
newDragPos = eventData.position;
if (Mathf.Abs(newDragPos.y - oldDragPos.y) >= itemHeight) {
if (newDragPos.y > oldDragPos.y) {
conentRect.anchoredPosition = new Vector2(conentRect.anchoredPosition.x, conentRect.anchoredPosition.y + itemHeight);
oldDragPos += new Vector3(0, itemHeight, 0);
ItemList();
} else {
conentRect.anchoredPosition = new Vector2(conentRect.anchoredPosition.x, conentRect.anchoredPosition.y - itemHeight);
oldDragPos -= new Vector3(0, itemHeight, 0);
ItemList();
}
}
}
}
///
/// 当开始拖拽
///
///
public void OnBeginDrag(PointerEventData eventData) {
oldDragPos = eventData.position;
}
public void OnDrag(PointerEventData eventData) {
SetDraggedPosition(eventData);
UpdateEx();
}
public void OnEndDrag(PointerEventData eventData) {
SetDraggedPosition(eventData);
UpdateEx();
}
}
照着来的话基本没什么问题
因为赶时间所以很多地方写的简单粗暴请谅解
如果调整元素大小或者间隙大小 需要改变itemHeight_min 和 itemHeight_max的值
他们分别为
itemHeight_min
itemHeight_max
也就是元素的最顶层和最底层的Y值
以上就是年月日选择器的具体步骤