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- using System;
- using System.Collections.Generic;
- using SC.XR.Unity.Module_InputSystem;
- using UnityEngine;
- using UnityEngine.EventSystems;
- using UnityEngine.UI;
- namespace GHZLangChao
- {
- public class CustomVerticleScrollView : MonoBehaviour, IPointerDownHandler
- {
- public List<string> data = new List<string>();
- public RectTransform content;
- public List<RoomName_Item> itemList = new List<RoomName_Item>();
- private Vector3 lastPosition;
- private float offset;
- public int startIndex = 0;
- public int endIndex = 0;
- private float size;
- private float index0Y;
- private bool isMoveItem; // 标记当前的Item是否需要挪动
- private bool sliderUp;
- private bool isDrag;
- public float moveSpeed = 2000;
- private void Awake()
- {
- for (int i = 0; i < 20; i++) // 添加10个数据
- {
- data.Add("4A-"+i.ToString()+"机房");
- }
- //data = MachineRoomManager.Instance.listRoomName;
- size = itemList[0].GetComponent<RectTransform>().rect.size.y;
- index0Y = itemList[0].transform.localPosition.y;
- for (int i = 0; i < itemList.Count; i++) // 显示几个数据(这里为5个)
- {
- itemList[i].GetComponentInChildren<Text>().text = data[i];
- }
- startIndex = 0;
- endIndex = itemList.Count - 2;
- DispatcherBase.KeyDownDelegateRegister(downEvent);
- }
- private void downEvent(InputKeyCode keyCode, InputDevicePartBase part)
- {
- if (part.inputDataBase.SCPointEventData.pointerCurrentRaycast.gameObject != null)
- {
- checkMoveDown(part.inputDataBase.SCPointEventData.pointerCurrentRaycast.gameObject, part);
- }
- }
- public void checkMoveDown(GameObject obj, InputDevicePartBase part)
- {
- if (obj)
- {
- if (obj.name==this.gameObject.name)
- {
- Debug.Log("OnPointerDown");
- isDrag = true;
- lastPosition = part.inputDataBase.SCPointEventData.position;
- }
- else
- {
- if (obj.transform.parent != null)
- checkMoveDown(obj.transform.parent.gameObject, part);
- }
- }
- }
- private void UpdateList(Vector2 position)
- {
- offset = position.y - lastPosition.y;
- offset = Mathf.Clamp(offset, -75, 75); // Item高/2
- lastPosition = position;
- for (int i = 0; i < itemList.Count; i++)
- {
- itemList[i].transform.localPosition += Vector3.up * offset;
- }
- if (offset > 0) // 往上滑动
- {
- if (!sliderUp && isMoveItem)
- {
- startIndex++;
- if (startIndex > data.Count - 1)
- startIndex = 0;
- isMoveItem = false;
- }
- sliderUp = true;
- if (itemList[0].transform.localPosition.y >= index0Y && !isMoveItem)
- {
- isMoveItem = true;
- Debug.Log("添加一个Item到末尾");
- itemList[itemList.Count - 1].transform.localPosition = itemList[itemList.Count - 2].transform.localPosition - Vector3.up * size;
- endIndex++;
- if (endIndex > data.Count - 1)
- endIndex = 0;
- itemList[itemList.Count - 1].GetComponentInChildren<Text>().text = data[endIndex];
- }
- else
- {
- if (itemList[0].transform.localPosition.y >= index0Y + size)
- {
- isMoveItem = false;
- Debug.Log("将第一个Item放到末尾");
- RoomName_Item temp = itemList[0];
- temp.transform.localPosition = itemList[itemList.Count - 1].transform.localPosition - Vector3.up * size;
- for (int i = 1; i < itemList.Count; i++)
- {
- itemList[i - 1] = itemList[i];
- }
- itemList[itemList.Count - 1] = temp;
- startIndex++;
- if (startIndex > data.Count - 1)
- startIndex = 0;
- }
- }
- }
- else if (offset < 0)// 往下滑动
- {
- if (sliderUp && isMoveItem)
- {
- endIndex--;
- if (endIndex < 0)
- endIndex = data.Count - 1;
- isMoveItem = false;
- }
- sliderUp = false;
- if (itemList[0].transform.localPosition.y <= index0Y && !isMoveItem)
- {
- isMoveItem = true;
- Debug.Log("添加一个Item到顶部");
- itemList[itemList.Count - 1].transform.localPosition = itemList[0].transform.localPosition + Vector3.up * size;
- startIndex--;
- if (startIndex < 0)
- startIndex = data.Count - 1;
- itemList[itemList.Count - 1].GetComponentInChildren<Text>().text = data[startIndex];
- }
- else
- {
- if (itemList[0].transform.localPosition.y <= index0Y - size)
- {
- Debug.Log("将最后一个Item放到顶部");
- RoomName_Item temp = itemList[itemList.Count - 1];
- temp.transform.localPosition = itemList[0].transform.localPosition + Vector3.up * size;
- isMoveItem = false;
- for (int i = itemList.Count - 1; i >= 1; i--)
- {
- itemList[i] = itemList[i - 1];
- }
- itemList[0] = temp;
- endIndex--;
- if (endIndex < 0)
- endIndex = data.Count - 1;
- }
- }
- }
- }
- private Vector3 targetPos;
- private Vector3 currentPos;
- private void Update()
- {
- if (isDrag)
- {
- if (Input.GetMouseButtonUp(0))
- {
- isDrag = false;
- targetPos = Input.mousePosition + Vector3.Project(Input.mousePosition - currentPos, Vector3.up) * moveSpeed;
- }
- else
- {
- currentPos = Input.mousePosition;
- UpdateList(currentPos);
- }
- }
- else
- {
- currentPos = Vector3.Lerp(currentPos, targetPos, Time.deltaTime);
- UpdateList(currentPos);
- }
- }
- public void OnPointerDown(PointerEventData eventData)
- {
- isDrag = true;
- lastPosition = eventData.position;
- }
- }
- }
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