202 lines
No EOL
7.3 KiB
Lua
202 lines
No EOL
7.3 KiB
Lua
XPageView = XClass(XLuaBehaviour, "XPageView")
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function XPageView:Ctor(rootUi, pageView, innerContainer, pageValue, dir)
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self.Dir = dir or XScrollConfig.HORIZONTAL
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self.InnerContainer = innerContainer
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self.InnerTransform = innerContainer.transform
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self.InnerGameObject = innerContainer.gameObject
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self.AniCurve = CS.UnityEngine.AnimationCurve.Linear(0, 0, 1, 1)
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self.CurPos = CS.UnityEngine.Vector3(0, 0, 0)
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local pos = self.InnerTransform.anchoredPosition
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self.OriginPos = CS.UnityEngine.Vector3(pos.x, pos.y, 0)
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self.LastValue = 0
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self:RegisterListener()
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self:SetPageWidth(pageValue)
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end
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function XPageView:SetPageWidth(pageValue)
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if self.Dir == XScrollConfig.HORIZONTAL then
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self.SettedPageWidth = pageValue
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self.SettedPageHeight = nil
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else
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self.SettedPageWidth = nil
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self.SettedPageHeight = pageValue
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end
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self:RefreshSizeData()
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end
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function XPageView:RefreshSizeData()
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local rect = self.GameObject:GetComponent("RectTransform").rect
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self.Width = rect.width
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self.Height = rect.height
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self.PageWidth = self.SettedPageWidth or rect.width
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self.PageHeight = self.SettedPageHeight or rect.height
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local innerRectTrans = self.InnerGameObject:GetComponent("RectTransform")
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rect = innerRectTrans.rect
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self.InnerWidth = rect.width
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self.InnerHeight = rect.height
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if self.Dir == XScrollConfig.HORIZONTAL then
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self.TotalPage = math.ceil((self.InnerWidth - 20) / self.PageWidth)
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self.InnerWidth = self.TotalPage * self.PageWidth
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self.Reverse = innerRectTrans.pivot.x == 0 and 1 or -1
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self.Offset = innerRectTrans.pivot.x * (self.InnerWidth - self.Width)
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else
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self.TotalPage = math.ceil((self.InnerHeight - 20) / self.PageHeight)
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self.InnerHeight = self.TotalPage * self.PageHeight
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self.Reverse = innerRectTrans.pivot.y == 0 and 1 or -1
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self.Offset = innerRectTrans.pivot.y * (self.InnerHeight - self.Height)
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end
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end
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function XPageView:RefreshView()
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CS.UnityEngine.Canvas.ForceUpdateCanvases()
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self:RefreshSizeData()
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end
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function XPageView:ScrollToPage(pageNum, time)
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self.CurAniTime = 0
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pageNum = XMath.Clamp(pageNum, 0, self.TotalPage - 1)
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if self.Dir == XScrollConfig.HORIZONTAL then
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self.LastValue = self.CurPos.x
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local targetP = XMath.Clamp( pageNum * self.PageWidth * self.Reverse, - self.Offset, self.InnerWidth - self.Width - self.Offset)
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self.Offset = targetP - self.CurPos.x
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else
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self.LastValue = self.CurPos.y
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local targetP = XMath.Clamp( pageNum * self.PageHeight * self.Reverse, - self.Offset, self.InnerHeight - self.Height - self.Offset)
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self.Offset = targetP - self.CurPos.y
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end
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self.AniTime = time or 0.2
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self.Anim = self.Offset ~= 0
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end
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function XPageView:GetTotalPage()
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self:RefreshSizeData()
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return self.TotalPage
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end
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function XPageView:GetCurPage()
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self:RefreshSizeData()
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local curPage
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if self.Dir == XScrollConfig.HORIZONTAL then
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curPage = math.floor(math.abs(self.CurPos.x) / self.PageWidth)
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else
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curPage = math.floor(math.abs(self.CurPos.y) / self.PageHeight)
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end
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return curPage
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end
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function XPageView:NextPage(time)
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self:ScrollToPage(self:GetCurPage() + 1, time)
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end
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function XPageView:PrevPage(time)
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self:ScrollToPage(self:GetCurPage() - 1, time)
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end
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function XPageView: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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end
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function XPageView:OnBeginDrag(eventData)
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self:RefreshSizeData()
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self.StartClickPoint = eventData.position
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self.StartPos = CS.UnityEngine.Vector3( self.CurPos.x, self.CurPos.y, self.CurPos.z )
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self.DeltaPos = CS.UnityEngine.Vector3.zero
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self.Anim = false
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self.IsDrag = true
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end
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function XPageView:OnDrag(eventData)
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local curPos = eventData.position
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self.DeltaPos = self.StartClickPoint - curPos
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if self.Dir == XScrollConfig.HORIZONTAL then
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self:OnCalcDrag("x", "InnerWidth", "Width")
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else
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self:OnCalcDrag("y", "InnerHeight", "Height")
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end
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end
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function XPageView:OnCalcDrag(axisName, totalWidthName, widthName)
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local maxPos = self[totalWidthName] - self[widthName] - self.Offset
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local minPos = - self.Offset
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local calcPos = self.StartPos[axisName] + self.DeltaPos[axisName]
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if calcPos < minPos then
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calcPos = minPos - (minPos - calcPos) / 5
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elseif calcPos > maxPos then
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calcPos = maxPos + (calcPos - maxPos) / 5
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end
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self.CurPos[axisName] = calcPos
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end
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function XPageView:OnCalcEnd(axisName, pageWidthName, totalWidthName, widthName)
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local TargetP
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local checkDis = self[pageWidthName] / 4
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local startLoc = math.floor(self.CurPos[axisName] / self[pageWidthName]) * self[pageWidthName]
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local offset = self.CurPos[axisName] - startLoc
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if offset < checkDis then
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TargetP = XMath.Clamp(startLoc, - self.Offset, self[totalWidthName] - self[widthName] - self.Offset)
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elseif offset > self[pageWidthName] - checkDis then
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TargetP = XMath.Clamp(startLoc + self[pageWidthName], - self.Offset, self[totalWidthName] - self[widthName] - self.Offset)
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else
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if self.DeltaPos and self.DeltaPos[axisName] > 0 then
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TargetP = XMath.Clamp(startLoc + self[pageWidthName], - self.Offset, self[totalWidthName] - self[widthName] - self.Offset)
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else
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TargetP = XMath.Clamp(startLoc, - self.Offset, self[totalWidthName] - self[widthName])
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end
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end
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self.Offset = TargetP - self.CurPos[axisName]
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self.LastValue = self.CurPos[axisName]
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self.AniTime = XMath.Clamp(math.abs(offset * 2 / self[pageWidthName]), 0, 0.2)
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end
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function XPageView:OnEndDrag()
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if self.Dir == XScrollConfig.HORIZONTAL then
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self:OnCalcEnd("x", "PageWidth", "InnerWidth", "Width")
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else
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self:OnCalcEnd("y", "PageHeight", "InnerHeight", "Height")
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end
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self.IsDrag = false
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self.CurAniTime = 0
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self.Anim = self.Offset ~= 0
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end
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function XPageView:Update()
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if not self.IsDrag and not self.Anim then return end
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if self.Anim then
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self.CurAniTime = self.CurAniTime + CS.UnityEngine.Time.deltaTime
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local value
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if self.AniTime > 0 then
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value = self.AniCurve:Evaluate(self.CurAniTime / self.AniTime)
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else
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value = self.AniCurve:Evaluate(1)
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end
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if self.Dir == XScrollConfig.HORIZONTAL then
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self.CurPos.x = self.LastValue + self.Offset * value
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else
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self.CurPos.y = self.LastValue + self.Offset * value
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end
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if self.CurAniTime >= self.AniTime then
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self.Anim = false
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end
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end
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self.InnerTransform.anchoredPosition = CS.UnityEngine.Vector2(self.OriginPos.x - self.CurPos.x, self.OriginPos.y - self.CurPos.y)
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end
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function XPageView: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 |