Unity 滾輪實現UGUI ScrollView的縮放


本文原創,轉載請注明出處http://www.cnblogs.com/AdvancePikachu/p/7908754.html

前段時間在做一個類似AnimationCurve的可視化編輯器,其中在做內部縮放的時候略有所感,把利用滾輪+焦點的縮放分享一下。

 

 

其中一個腳本處理內部邏輯

public class ResizeScrollEvent : UnityEvent<float> { }

public class UIScroll : MonoBehaviour, IScrollHandler
{
    public float minFactor = 1;
    public float maxFactor = 3;
    public bool wholeSizeFactor = true;

    private ResizeScrollEvent _onResize = new ResizeScrollEvent();
    private float _sizeFactor = 1f;

    public ResizeScrollEvent OnResize { get { return _onResize; } }
    public float SizeFactor
    {
        get
        {
            if (wholeSizeFactor)
                return Mathf.Round(_sizeFactor);
            return _sizeFactor;
        }
        set
        {
            SetFactor(value);
        }
    }

    [SerializeField]
    RectTransform content;
    [SerializeField]
    RectTransform viewport;

    Rect _rect;
    Vector2 _focusPos;

    void Start()
    {
        _rect = GetWorldRect(viewport);
        _focusPos = _rect.center;
    }

    public static Rect GetWorldRect(RectTransform rt)
    {
        Vector3[] cors_ = new Vector3[4];
        rt.GetWorldCorners(cors_);
        Vector2 center = cors_[0];
        float width = Mathf.Abs(cors_[0].x - cors_[2].x);
        float height = Mathf.Abs(cors_[0].y - cors_[2].y);
        Rect rect_ = new Rect(center.x, center.y, width, height);
        return rect_;
    }

    private void SetFactor(float value)
    {
        value = ClampFactorValue(value);

        if (value != _sizeFactor)
        {
            _sizeFactor = value;
            ChangeSizeFactor(_sizeFactor);
            _onResize.Invoke(_sizeFactor);
        }
    }

    private void ChangeSizeFactor(float v)
    {
     Vector2 viewportSize_ = _rect.size; //縮放過程中的焦點位置(此處為中心位置) //_focusPos = _rect.center; Rect contentRect_ = GetWorldRect(content); Vector2 contentSize_ = contentRect_.size; Vector2 contentCenter_ = contentRect_.center; Vector2 contentCenter2ViewportCenter_ = _focusPos - contentCenter_; float centerPosPercentX_ = contentCenter2ViewportCenter_.x / contentSize_.x; float centerPosPercentY_ = contentCenter2ViewportCenter_.y / contentSize_.y; Vector2 scorllSize_ = viewportSize_ + (v - 1) * viewportSize_ / 5; content.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, scorllSize_.x); content.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, scorllSize_.y); Vector2 sizeDelta_ = scorllSize_ - contentSize_; Vector2 posOffset_ = new Vector2(sizeDelta_.x * -centerPosPercentX_, sizeDelta_.y * -centerPosPercentY_); content.anchoredPosition += posOffset_; Vector3[] viewCorner_ = new Vector3[4]; Vector3[] contentCorner_ = new Vector3[4]; viewport.GetWorldCorners(viewCorner_); content.GetWorldCorners(contentCorner_); float xFixDelta_ = 0; float yFixDelta_ = 0; if (viewCorner_[0].x < contentCorner_[0].x) xFixDelta_ = viewCorner_[0].x - contentCorner_[0].x; if (viewCorner_[0].y < contentCorner_[0].y) yFixDelta_ = viewCorner_[0].y - contentCorner_[0].y; if (viewCorner_[2].x > contentCorner_[2].x) xFixDelta_ = viewCorner_[2].x - contentCorner_[2].x; if (viewCorner_[2].y > contentCorner_[2].y) yFixDelta_ = viewCorner_[2].y - contentCorner_[2].y; content.anchoredPosition += new Vector2(xFixDelta_, yFixDelta_); } private float ClampFactorValue(float value) { float factor_ = Mathf.Clamp(value, minFactor, maxFactor); if (wholeSizeFactor) factor_ = Mathf.Round(factor_); return factor_; } public void OnScroll(PointerEventData eventData) { if (!isActiveAndEnabled) return;         _focusPos = eventData.position;//焦點為鼠標所在位置 float delta_ = 0; if (Mathf.Abs(eventData.scrollDelta.x) > Mathf.Abs(eventData.scrollDelta.y)) delta_ = eventData.scrollDelta.x; else delta_ = eventData.scrollDelta.y; SetFactor(_sizeFactor + delta_); } }

  另一個腳本做觸發

public class NewBehaviourScript : MonoBehaviour
{
    [SerializeField]
    Slider scaleSlider;
    [SerializeField]
    Text sliderValue;
    [SerializeField]
    UIScroll scrollView;

	void Start ()
    {
        scaleSlider.wholeNumbers = true;
        scaleSlider.minValue = 1;
        scaleSlider.maxValue = 10;
        scaleSlider.onValueChanged.AddListener(OnSliderValueChange);

        scrollView.minFactor = scaleSlider.minValue;
        scrollView.maxFactor = scaleSlider.maxValue;
        scrollView.wholeSizeFactor = true;
        scrollView.OnResize.AddListener(OnScrollResized);
        scrollView.SizeFactor = 1;
	}

    private void OnScrollResized(float value)
    {
        scaleSlider.value = value;
    }

    private void OnSliderValueChange(float value)
    {
        scrollView.SizeFactor = value;
        sliderValue.text = value.ToString();
    }
}

 

 

PS:剛開始以為是版本問題,后來發現是我的Cavans設置有問題,修改后問題解決!

 

附5.6.4f1項目文件https://files.cnblogs.com/files/AdvancePikachu/scroll.rar

 


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