unity ugui无限循环列表

        private ScrollRect _scrollRect;
        private ContentSizeFitter _contentSizeFitter;
        private VerticalLayoutGroup _verticalLayoutGroup;
        private HorizontalLayoutGroup _horizontalLayoutGroup;
        private GridLayoutGroup _gridLayoutGroup;
        private RectTransform rectTransform;
        //private ScrollView scrollView;
        private bool _isVertical = false;
        private bool _isHorizontal = false;
        private float _disableMarginX = 0;
        private float _disableMarginY = 0;
        private bool _hasDisabledGridComponents = false;
        private List<RectTransform> items = new List<RectTransform>();
        private Vector2 _newAnchoredPosition = Vector2.zero;
        //TO DISABLE FLICKERING OBJECT WHEN SCROLL VIEW IS IDLE IN BETWEEN OBJECTS
        //当滚动视图在对象之间空闲时,禁用闪烁对象
        private float _treshold = 100;
        private int _itemCount = 0;
        private float _recordOffsetX = 0;
        private float _recordOffsetY = 0;
        
        void Awake()
        {
            Init();
        }
        public void Init()
        {
            if (GetComponent<ScrollRect>() != null)
            {
                _scrollRect = GetComponent<ScrollRect>();
                _scrollRect.onValueChanged.AddListener(OnScroll);
                _scrollRect.movementType = ScrollRect.MovementType.Unrestricted;
                for (int i = 0; i < _scrollRect.content.childCount; i++)
                {
                    items.Add(_scrollRect.content.GetChild(i).GetComponent<RectTransform>());
                }
                if (_scrollRect.content.GetComponent<VerticalLayoutGroup>() != null)
                {
                    _verticalLayoutGroup = _scrollRect.content.GetComponent<VerticalLayoutGroup>();
                }
                if (_scrollRect.content.GetComponent<HorizontalLayoutGroup>() != null)
                {
                    _horizontalLayoutGroup = _scrollRect.content.GetComponent<HorizontalLayoutGroup>();
                }
                if (_scrollRect.content.GetComponent<GridLayoutGroup>() != null)
                {
                    _gridLayoutGroup = _scrollRect.content.GetComponent<GridLayoutGroup>();
                }
                if (_scrollRect.content.GetComponent<ContentSizeFitter>() != null)
                {
                    _contentSizeFitter = _scrollRect.content.GetComponent<ContentSizeFitter>();
                }

                _isHorizontal = _scrollRect.horizontal;
                _isVertical = _scrollRect.vertical;

                if (_isHorizontal && _isVertical)
                {
                    Debug.LogError("UI_InfiniteScroll doesn't support scrolling in both directions, plase choose one direction (horizontal or vertical)");
                }

                _itemCount = _scrollRect.content.childCount;
            }
            else
            {
                Debug.LogError("UI_InfiniteScroll => No ScrollRect component found");
            }
        }
        /// <summary>
        /// 禁用网格组件
        /// </summary>
        void DisableGridComponents()
        {
            if (_isVertical)
            {
                //计算item0和item1的锚点y坐标
                _recordOffsetY = items[0].GetComponent<RectTransform>().anchoredPosition.y - items[1].GetComponent<RectTransform>().anchoredPosition.y;
                //锚点y差值*item的总数/2
                _disableMarginY = _recordOffsetY * _itemCount / 2;// _scrollRect.GetComponent<RectTransform>().rect.height/2 + items[0].sizeDelta.y;

            }
            if (_isHorizontal)
            {
                _recordOffsetX = items[1].GetComponent<RectTransform>().anchoredPosition.x - items[0].GetComponent<RectTransform>().anchoredPosition.x;
                _disableMarginX = _recordOffsetX * _itemCount / 2;//_scrollRect.GetComponent<RectTransform>().rect.width/2 + items[0].sizeDelta.x;
            }
            if (_verticalLayoutGroup)
            {
                _verticalLayoutGroup.enabled = false;
            }
            if (_horizontalLayoutGroup)
            {
                _horizontalLayoutGroup.enabled = false;
            }
            if (_contentSizeFitter)
            {
                _contentSizeFitter.enabled = false;
            }
            if (_gridLayoutGroup)
            {
                _gridLayoutGroup.enabled = false;
            }
            _hasDisabledGridComponents = true;
        }
        /// <summary>
        /// 在滚动的时候
        /// </summary>
        /// <param name="pos"></param>
        public void OnScroll(Vector2 pos)
        {
            if (!_hasDisabledGridComponents)
                DisableGridComponents();

            for (int i = 0; i < items.Count; i++)
            {

                if (_isHorizontal)
                {
                    if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).x > _disableMarginX + _treshold)
                    {
                        _newAnchoredPosition = items[i].anchoredPosition;
                        _newAnchoredPosition.x -= _itemCount * _recordOffsetX;
                        items[i].anchoredPosition = _newAnchoredPosition;
                        _scrollRect.content.GetChild(_itemCount - 1).transform.SetAsFirstSibling();
                    }
                    else if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).x < -_disableMarginX)
                    {
                        _newAnchoredPosition = items[i].anchoredPosition;
                        _newAnchoredPosition.x += _itemCount * _recordOffsetX;
                        items[i].anchoredPosition = _newAnchoredPosition;
                        _scrollRect.content.GetChild(0).transform.SetAsLastSibling();
                    }
                }

                if (_isVertical)
                {
                    //如果物体的y的坐标>锚点y差值*item的总数/2+100时
                    //当item的y值大于4800+100是时(即当过掉半个content时)
                    //向下滑 y值减小
                    if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).y > _disableMarginY + _treshold)
                    {
                        _newAnchoredPosition = items[i].anchoredPosition;
                        _newAnchoredPosition.y -= _itemCount * _recordOffsetY;//(9600)
                        items[i].anchoredPosition = _newAnchoredPosition;
                        _scrollRect.content.GetChild(_itemCount - 1).transform.SetAsFirstSibling();
                        Debug.Log("所有锚点差值" + _disableMarginY);
                    }
                    //向上滑 y值增加
                    else if (_scrollRect.transform.InverseTransformPoint(items[i].gameObject.transform.position).y < -_disableMarginY)
                    {
                        Debug.Log("所有锚点差值" + _disableMarginY);
                        _newAnchoredPosition = items[i].anchoredPosition;
                        _newAnchoredPosition.y += _itemCount * _recordOffsetY;

                        items[i].anchoredPosition = _newAnchoredPosition;
                        _scrollRect.content.GetChild(0).transform.SetAsLastSibling();
                    }
                }
            }
        }
    

效果是引用scrollview组件,自己添加item个数,然后循环出现这几个

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值