364 lines
11 KiB
Lua
364 lines
11 KiB
Lua
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XScrollView = XClass(XLuaBehaviour, "XScrollView")
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local DEFAULT_START_VALUE = 0.1 -- 默认起始坐标参数值
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local DEFAULT_OFFSET_VALUE = 0.2 -- 默认间隔坐标参数值
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local DEFAULT_MIN_VALUE = 0.1 -- 默认最小坐标参数值
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local DEFAULT_MAX_VALUE = 0.9 -- 默认最大坐标参数值
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local DEFAULT_ANIM_SPEED = 0.5 -- 默认动画速度
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--==============================--
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--desc: 构造函数
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--@ui: 滑动展示区域Ui
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--@scrollItems: 滑动列表
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--@paramsObj: 扩展参数
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--note: 可用扩展参数 selectIndex(默认显示第几条)、offsetValue(滑动列表间偏移量)、animSpeed(滑动速度)、
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-- moveEndCb(滑动结束回掉)、direction(滑动方向,水平或者垂直)、isLoop(滑动列表是否循环)
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--==============================--
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function XScrollView:Ctor(rootUi, ui, scrollItems, paramsObj)
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self.ScrollItems = {}
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self.MoveEndCb = function() end
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self.SelectItemCb = function() end
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self.Direction = XScrollConfig.HORIZONTAL
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self.Rect = self.Transform:GetComponent("RectTransform")
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self.ContentSize = self.Rect.sizeDelta
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self.StartValue = DEFAULT_START_VALUE
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self.OffsetValue = DEFAULT_OFFSET_VALUE
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self.MinValue = DEFAULT_MIN_VALUE
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self.MaxValue = DEFAULT_MAX_VALUE
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self.MinBorder = DEFAULT_MIN_VALUE
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self.MaxBorder = DEFAULT_MAX_VALUE
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self.AnimSpeed = DEFAULT_ANIM_SPEED
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self.ItemsCount = #scrollItems
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self.IsLoop = false
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self.TotalOffset = 0 -- 重置总的滑动偏移计算
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self:InitParams(paramsObj)
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self:RegisterListener()
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self:InitAnimationCurve()
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self:InitScorllItems(scrollItems)
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end
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function XScrollView:AddSelectItemCallback(callback)
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self.SelectItemCb = callback
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end
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function XScrollView:RemoveSelectItemCallback()
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self.SelectItemCb = nil
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end
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function XScrollView:RegisterListener()
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self.UiWidget = self.GameObject:AddComponent(typeof(CS.XUiWidget))
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self.UiWidget:AddBeginDragListener(function(eventData)
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self:OnBeginDrag(eventData)
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end)
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self.UiWidget:AddEndDragListener(function(eventData)
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self:OnEndDrag(eventData)
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end)
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self.UiWidget:AddDragListener(function(eventData)
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self:OnDrag(eventData)
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end)
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self.UiWidget:AddPointerClickListener(function(eventData)
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self:OnPointerClick(eventData)
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end)
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end
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function XScrollView:InitScorllItems(scrollItems)
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local count = #scrollItems
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for i = 1, count do
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local item = scrollItems[i]
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item:SetIndex(i)
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item:SetParent(self)
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item:OnDrag(self.StartValue + (i - 1) * self.OffsetValue)
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if (not self.CurrentItem) and item.CurveValue - 0.5 < 0.05 then
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self.CurrentItem = item
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end
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table.insert(self.ScrollItems, item)
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end
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local minCount = math.floor(1 / self.OffsetValue) -- 滑动区域可展示条目数
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if #self.ScrollItems < minCount then
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self.MaxValue = self.StartValue + (minCount - 1) * self.OffsetValue
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else
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self.MaxValue = self.StartValue + (count - 1) * self.OffsetValue
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end
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if self.SelectIndex then
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self:SetSelectItem(self.SelectIndex)
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end
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end
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function XScrollView:InitParams(paramsObj)
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if not paramsObj or type(paramsObj) ~= "table" then
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return
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end
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if paramsObj.selectIndex then
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local selectIndex = paramsObj.selectIndex
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if selectIndex < 1 or selectIndex > self.ItemsCount then
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XLog.Warning("XScrollView InitParams use a Invalid selectIndex, selectIndex = " .. selectIndex)
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else
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self.SelectIndex = selectIndex
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end
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end
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if paramsObj.offsetValue then
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if paramsObj.offsetValue < 0 then
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XLog.Warning("XScrollView InitParams use a Invalid offsetValue, offsetValue = " .. paramsObj.offsetValue)
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else
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self.OffsetValue = paramsObj.offsetValue
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end
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end
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if paramsObj.animSpeed then
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if paramsObj.animSpeed < 0 then
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XLog.Warning("XScrollView InitParams use a Invalid animSpeed, animSpeed = " .. paramsObj.animSpeed)
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else
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self.AnimSpeed = paramsObj.animSpeed
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end
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end
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if paramsObj.moveEndCb then
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self.MoveEndCb = paramsObj.moveEndCb
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end
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if paramsObj.direction then
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local direction = paramsObj.direction
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if direction ~= XScrollConfig.HORIZONTAL and direction ~= XScrollConfig.VERTICAL then
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XLog.Warning("XScrollView InitParams use a Invalid direction, direction = " .. direction)
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else
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self.Direction = direction
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end
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end
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if paramsObj.isLoop ~= nil then
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self.IsLoop = paramsObj.isLoop
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end
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end
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function XScrollView:SetSelectItem(index)
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self.CurrentItem = self.ScrollItems[index]
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local offset = 0.5 - self.CurrentItem.CurveValue
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for i = 1, #self.ScrollItems do
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local item = self.ScrollItems[i]
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item:OnDrag(offset)
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end
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self:AdjustScrollItems(offset)
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if (self.SelectItemCb) then
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self.SelectItemCb(self.CurrentItem)
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end
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end
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function XScrollView:InitAnimationCurve()
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-- Override this function
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end
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function XScrollView:OnBeginDrag(eventData)
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self.StartPoint = eventData.position
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self.AddVector = CS.UnityEngine.Vector3.zero
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self.Anim = false
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end
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--==============================--
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--desc: 滑动过程回掉
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--@eventData: 回掉数据
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--==============================--
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function XScrollView:OnDrag()
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-- Override this function
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end
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--==============================--
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--desc: 滑动结束回掉滑动结束回掉
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--@eventData: 回掉数据
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--==============================--
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function XScrollView:OnEndDrag()
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-- Override this function
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end
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--==============================--
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--desc: 动画曲线值计算接口
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--@curveValue: 曲线值
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--@return 动画计算产生的结果
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--==============================--
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function XScrollView:Evaluate(curveValue)
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-- Override this function
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end
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--==============================--
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--desc: 调整滑动列表元素
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--@addValue: 增加的偏移量
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--==============================--
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function XScrollView:AdjustScrollItems(addValue)
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if not self.IsLoop then
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return
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end
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local itemCount = #self.ScrollItems
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if addValue < 0 then -- left or down
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local moveCount = 0
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for i = 1, itemCount do
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local item = self.ScrollItems[i]
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if item.CurveValue < (self.MinValue - self.OffsetValue / 2) then
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moveCount = moveCount + 1
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end
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end
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if moveCount > 0 then
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for _ = 1, moveCount do
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local lastCurveValue = self.ScrollItems[itemCount].CurveValue
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local item = table.remove(self.ScrollItems, 1)
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item.CurveValue = lastCurveValue + self.OffsetValue
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table.insert(self.ScrollItems, item)
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end
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end
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elseif addValue > 0 then -- right or up
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local moveCount = 0
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for i = 1, itemCount do
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local item = self.ScrollItems[i]
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if item.CurveValue >= self.MaxValue then
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moveCount = moveCount + 1
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end
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if moveCount > 0 then
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local firstCurveValue = self.ScrollItems[1].CurveValue
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local tmpItem = table.remove(self.ScrollItems, itemCount)
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tmpItem.CurveValue = firstCurveValue - self.OffsetValue
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table.insert(self.ScrollItems, 1, tmpItem)
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end
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end
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end
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end
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--==============================--
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--desc: 滑动结束动画处理
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--@offset: 偏移量
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--==============================--
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function XScrollView:Anim2End(offset)
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self.NeedOffset = offset -- 所需偏移量
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if offset == 0 then
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return
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end
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if offset > 0 then -- 正方向,向右/向上
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self.MoveDir = 1
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else -- 反方向,向左/向下
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self.MoveDir = -1
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end
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self.Anim = true
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self.TotalOffset = 0 -- 重置已偏移统计
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end
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--==============================--
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--desc: 点击回掉,判断点中节点
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--@eventData: 点击回掉数据
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--==============================--
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function XScrollView:OnPointerClick(eventData)
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local gameObject = eventData.pointerPressRaycast.gameObject
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for i = 1, #self.ScrollItems do
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local item = self.ScrollItems[i]
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if item.GameObject == gameObject then
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if item.GameObject ~= self.CurrentItem.GameObject then
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self.CurrentItem = item
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self:Anim2End(0.5 - item.CurveValue)
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end
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break
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end
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end
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end
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function XScrollView:Update()
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if not self.Anim then
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return
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end
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local addOffset = CS.UnityEngine.Time.deltaTime * self.AnimSpeed * self.MoveDir
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local totalOffset = self.TotalOffset + addOffset
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if totalOffset > 0 and totalOffset >= self.NeedOffset then
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self.Anim = false
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addOffset = self.NeedOffset - self.TotalOffset
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end
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if totalOffset < 0 and totalOffset <= self.NeedOffset then
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self.Anim = false
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addOffset = self.NeedOffset - self.TotalOffset
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end
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for i = 1, #self.ScrollItems do
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local item = self.ScrollItems[i]
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item:OnDrag(addOffset)
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if math.abs(item.CurveValue - 0.5) < 0.05 then -- 当前选中节点
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self.CurrentItem = item
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end
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end
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self:AdjustScrollItems(addOffset)
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self.TotalOffset = totalOffset
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if not self.Anim then
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self.MoveEndCb(self.CurrentItem)
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end
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end
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function XScrollView:LateUpdate()
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local midItem
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local minOffset = 1
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for i = 1, #self.ScrollItems do
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local item = self.ScrollItems[i]
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local v = math.abs(item.CurveValue - 0.5)
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-- if math.abs(item.CurveValue - 0.5) < 0.05 then -- 当前选中节点
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-- midItem = item
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-- end
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if v < minOffset then
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minOffset = v
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midItem = item
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end
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end
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if not midItem then
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return
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end
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local midIndex = midItem.Index
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local maxIndex = #self.ScrollItems
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for i = 1, midIndex - 1 do
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local item = self.ScrollItems[i]
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-- if item.CurveValue >= self.MinBorder then
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item.Rect:SetSiblingIndex(i)
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-- else
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-- break
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-- end
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end
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for i = midIndex + 1, maxIndex do
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local item = self.ScrollItems[i]
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-- if item.CurveValue <= self.MaxBorder then
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item.Rect:SetSiblingIndex(maxIndex - i)
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-- else
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-- break
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-- end
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end
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midItem.Rect:SetSiblingIndex(maxIndex)
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end
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function XScrollView:Dispose()
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local xLuaBehaviour = self.Transform:GetComponent("XLuaBehaviour")
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if (xLuaBehaviour) then
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CS.UnityEngine.GameObject.Destroy(xLuaBehaviour)
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end
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if (self.UiWidget) then
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CS.UnityEngine.GameObject.Destroy(self.UiWidget)
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end
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end
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