【scrollCycleView】 修改1
parent
ac3fe3f251
commit
4b4049e938
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@ -3,13 +3,19 @@ local this = ScrollCycleView
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local reverse = table.reverse
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local function playGoAnim(self, go)
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if self.isPlayAnim then
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go.transform.localScale = Vector3.zero
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go.transform:DOScale(Vector3.one*1, 0.2)
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end
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end
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--表循环移动算法
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local function move(list, k)
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k = k%#list
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if k == 0 then
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return
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end
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reverse(list, 1, #list-k)
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reverse(list, #list-k+1, #list)
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reverse(list, 1, #list)
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@ -23,6 +29,7 @@ local function SetUpdate(self, index, item)
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end
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self.updateFunc(index, item.go)
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self.goItemDataRefList[item.go] = index
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playGoAnim(self, item.go)
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else
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if item.isActive then
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item.isActive = false
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@ -40,7 +47,7 @@ local function ItemListOffset(self, offset)
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for i=1, self.itemCount do
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curRound = (i <= order and 1 or 0) + round
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if curRound > 0 then
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newIndex = self.itemCount * curRound + self.dataIndex + i
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newIndex = self.itemCount * curRound + self.dataLine + i
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go = self.cellItemList[j][i]
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go.tran.anchoredPosition = go.tran.anchoredPosition + self.offsetV2 * curRound
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SetUpdate(self, j + (newIndex - 1) * self.fixedCount, go)
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@ -50,8 +57,9 @@ local function ItemListOffset(self, offset)
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for i=1, self.itemCount do
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curRound = (i <= order and 1 or 0) + round
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if curRound > 0 then
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newIndex = 1 - self.itemCount * (curRound - 1) + self.dataIndex - i
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newIndex = 1 - self.itemCount * (curRound - 1) + self.dataLine - i
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i = self.itemCount - i + 1
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print(j, i)
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go = self.cellItemList[j][i]
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go.tran.anchoredPosition = go.tran.anchoredPosition - self.offsetV2 * curRound
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SetUpdate(self, j + (newIndex - 1) * self.fixedCount, go)
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@ -64,9 +72,9 @@ end
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local function SetItemIndex(self, curIndex)
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curIndex = math.clamp(curIndex, 0, self.maxOffset)
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if curIndex ~= self.dataIndex then
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ItemListOffset(self, curIndex - self.dataIndex)
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self.dataIndex = curIndex
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if curIndex ~= self.dataLine then
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ItemListOffset(self, curIndex - self.dataLine)
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self.dataLine = curIndex
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end
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end
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@ -112,7 +120,9 @@ local function SetPosition(self, dv2)
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end
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local function OnBeginDrag(self, Pointgo, data)
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if not self.isCanDrag then return end
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if not self.dataList then return end
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self.isBeginDrag = true
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self.moveTween.enabled = true
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self.moveTween.Momentum = Vector3.zero
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self.moveTween.IsUseCallBack = false
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@ -120,6 +130,7 @@ local function OnBeginDrag(self, Pointgo, data)
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end
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local function OnDrag(self, Pointgo, data)
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if not self.isBeginDrag then return end
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if not self.dataList then return end
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self.moveTween:LerpMomentum(data.delta)
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SetPosition(self, data.delta)
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@ -127,10 +138,12 @@ local function OnDrag(self, Pointgo, data)
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end
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local function OnEndDrag(self, Pointgo, data)
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if not self.isBeginDrag then return end
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if not self.dataList then return end
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SetPosition(self, data.delta)
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self.moveTween.IsUseCallBack = true
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data:Use()
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self.isBeginDrag = false
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end
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local function OnMoveEnd(self)
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@ -139,10 +152,10 @@ local function OnMoveEnd(self)
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if self.itemDis < 0 then
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self.tmpTween = self.dragGOTran:DOAnchorPosY(0,0.3,false)
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else
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if fv2.y < 0 and self.dataIndex == 0 then
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if fv2.y < 0 and self.dataLine == 0 then
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self.tmpTween = self.dragGOTran:DOAnchorPosY(0,0.3,false)
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end
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if fv2.y > self.itemDis and self.dataIndex == self.maxOffset then
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if fv2.y > self.itemDis and self.dataLine == self.maxOffset then
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self.tmpTween = self.dragGOTran:DOAnchorPosY(self.itemDis,0.3,false)
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end
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end
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@ -150,10 +163,10 @@ local function OnMoveEnd(self)
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if self.itemDis < 0 then
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self.tmpTween = self.dragGOTran:DOAnchorPosX(0,0.3,false)
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else
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if fv2.x > 0 and self.dataIndex == 0 then
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if fv2.x > 0 and self.dataLine == 0 then
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self.tmpTween = self.dragGOTran:DOAnchorPosX(0,0.3,false)
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end
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if fv2.x < -self.itemDis and self.dataIndex == self.maxOffset then
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if fv2.x < -self.itemDis and self.dataLine == self.maxOffset then
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self.tmpTween = self.dragGOTran:DOAnchorPosX(-self.itemDis,0.3,false)
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end
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end
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@ -184,10 +197,18 @@ function ScrollCycleView:InitComponent()
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self.OnEndDragNew= function(p,d)
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OnEndDrag(self,p,d)
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end
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-- self.trigger = Util.GetEventTriggerListener(self.gameObject)
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-- self.trigger.onBeginDrag = self.trigger.onBeginDrag + self.OnBeginDragNew
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-- self.trigger.onDrag = self.trigger.onDrag + self.OnDragNew
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-- self.trigger.onEndDrag = self.trigger.onEndDrag + self.OnEndDragNew
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self.trigger = Util.GetEventTriggerListener(self.gameObject)
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self.trigger.onBeginDrag = self.trigger.onBeginDrag + self.OnBeginDragNew
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self.trigger.onDrag = self.trigger.onDrag + self.OnDragNew
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self.trigger.onEndDrag = self.trigger.onEndDrag + self.OnEndDragNew
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self.isCanDrag = true
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self.isBeginDrag = false
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self.trigger.onBeginDrag = self.trigger.onBeginDrag + function (p,d) OnBeginDrag(self,p,d) end
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self.trigger.onDrag = self.trigger.onDrag + function (p,d) OnDrag(self,p,d) end
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self.trigger.onEndDrag = self.trigger.onEndDrag + function (p,d) OnEndDrag(self,p,d) end
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self.rectTransform = self.gameObject:GetComponent("RectTransform")
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self.dragGO = Util.GetGameObject(self.gameObject, "grid")
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self.dragGOTran = self.dragGO:GetComponent("RectTransform")
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@ -276,11 +297,12 @@ function ScrollCycleView:OnOpen(itemGO, scrollBar, scrollSizeDeltaV2, dragType,
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end
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end
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function this:SetData(dataList, updateFunc)
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function this:SetData(dataList, updateFunc, isTop, noAnim)
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self.dataList = dataList --传入的数据列表
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self.updateFunc = updateFunc --刷新回调,返回数据列表的索引和对应预设
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self.dataCount = #dataList
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self.isPlayAnim = not noAnim
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if self.dragType == 1 then
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self.itemDis = self.itemHeight * math.ceil(self.dataCount / self.fixedCount) + self.spacing.y - self.rectTransform.sizeDelta.y
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self.maxOffset = math.max(math.ceil(self.dataCount / self.fixedCount) - self.itemCount, 0)
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@ -296,60 +318,124 @@ function this:SetData(dataList, updateFunc)
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self.tmpTween = nil
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end
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local oldIndex = self.dataIndex
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local oldPos = self.dragGOTran.anchoredPosition
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self.dataIndex = 0
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self.dragGOTran.anchoredPosition = Vector2.New(0, 0)
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local index, item
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for j=1, self.fixedCount do
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for i=1, self.itemCount do
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item = self.cellItemList[j][i]
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index = j+(i-1)*self.fixedCount
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-- 判断是否回到顶部,否则保持不动
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if isTop then
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self:SetShow(1)
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else
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local showIndex = self:CalShowIndex()
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self:SetShow(showIndex)
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end
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end
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if not item.go and index <= self.dataCount then
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local go = newObject(self.item)
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go.name = "item"..index
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go.transform:SetParent(self.dragGO.transform)
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go.transform.localScale = Vector3.one
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go.transform.localPosition = Vector3.zero
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go:SetActive(false)
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-- 获取位置
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function this:CalShowIndex()
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local index = 1
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if self.dragType == 1 then
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index = math.abs(self.dragGOTran.anchoredPosition.y/self.itemHeight) * self.fixedCount
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elseif self.dragType == 2 then
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index = math.abs(self.dragGOTran.anchoredPosition.x/self.itemWidth) * self.fixedCount
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end
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return index
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end
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local tran = go:GetComponent("RectTransform")
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tran.anchorMin = Vector2.New(0, 1)
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tran.anchorMax = Vector2.New(0, 1)
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item.go = go
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item.tran = tran
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end
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if item.go then
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if self.dragType == 1 then
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item.tran.anchoredPosition = Vector2.New(self.itemWidth * (j-1), (0.5-i) * self.itemHeight)
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else
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item.tran.anchoredPosition = Vector2.New((i-0.5) * self.itemWidth, self.itemHeight * (1-j))
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end
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self.goItemList[index] = item.go
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end
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SetUpdate(self, index, item)
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function this:SetShow(showIndex)
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-- 记录旧位置
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local oldLine = self.dataLine or 0
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-- 计算目标数据位置
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local itemOffset = math.ceil(showIndex / self.fixedCount) - 1
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self.dataLine = math.clamp(itemOffset, 0, self.maxOffset)
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self.showLine = self.dataLine
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-- 计算滚动列表的位置
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if self.itemDis > 0 then
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if self.dragType == 1 then
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self.dragGOTran.anchoredPosition = Vector2.New(0, math.clamp(self.itemHeight * itemOffset, 0, self.itemDis))
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elseif self.dragType == 2 then
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self.dragGOTran.anchoredPosition = Vector2.New(math.clamp(-self.itemWidth * itemOffset, -self.itemDis, 0), 0)
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end
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else
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self.dragGOTran.anchoredPosition = Vector2.New(0, 0)
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end
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if self.scrollBar then
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if self.dragType == 1 then
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self.scrollBar.size = self.rectTransform.sizeDelta.y / (self.itemHeight * math.ceil(self.dataCount / self.fixedCount) + self.spacing.y)
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elseif self.dragType == 2 then
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self.scrollBar.size = self.rectTransform.sizeDelta.x / (self.itemWidth * math.ceil(self.dataCount / self.fixedCount) + self.spacing.x)
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end
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if not oldIndex then
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self.scrollBar.value = 0
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else
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if self.dragType == 1 then
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self.scrollBar.value = oldPos.y / self.itemDis
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else
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self.scrollBar.value = -oldPos.x / self.itemDis
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-- 隐藏所有物体,并处理物体在数据结构中的位置
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for j=1, self.fixedCount do
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for i=1, self.itemCount do
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local item = self.cellItemList[j][i]
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if item.go then
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item.isActive = false
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item.go:SetActive(false)
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end
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end
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move(self.cellItemList[j], oldLine - self.dataLine)
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end
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-- 刷新滑动条显示
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self:InitDragBar()
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-- 分帧加载物体
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local index, item, dataIndex
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if self.co then
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coroutine.stop(self.co)
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end
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self.co = coroutine.start(function()
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-- 分帧加载期间不可拖动
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self.isCanDrag = false
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for i=1, self.itemCount do
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for j=1, self.fixedCount do
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item = self.cellItemList[j][i]
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index = j+(i-1)*self.fixedCount
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dataIndex = j+(i-1 + self.dataLine)*self.fixedCount
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if not item.go then
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local go = newObject(self.item)
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go.name = "item"..index
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go.transform:SetParent(self.dragGO.transform)
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go.transform.localScale = Vector3.one
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go.transform.localPosition = Vector3.zero
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go:SetActive(false)
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local tran = go:GetComponent("RectTransform")
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tran.anchorMin = Vector2.New(0, 1)
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tran.anchorMax = Vector2.New(0, 1)
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item.go = go
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item.tran = tran
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end
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if item.go then
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if self.dragType == 1 then
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item.tran.anchoredPosition = Vector2.New(self.itemWidth * (j-1), (0.5-i - self.dataLine) * self.itemHeight)
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else
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item.tran.anchoredPosition = Vector2.New((i-0.5 + self.dataLine) * self.itemWidth, self.itemHeight * (1-j))
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end
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self.goItemList[index] = item.go
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end
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SetUpdate(self, dataIndex, item)
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coroutine.wait(0.03)
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end
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end
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-- 加载完成可以拖动了
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self.isCanDrag = true
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end)
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end
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-- 初始化滑动条
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function this:InitDragBar()
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if self.scrollBar then
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-- 大小和位置
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if self.dragType == 1 then
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self.scrollBar.size = self.rectTransform.sizeDelta.y / (self.itemHeight * math.ceil(self.dataCount / self.fixedCount) + self.spacing.y)
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self.scrollBar.value = self.dragGOTran.anchoredPosition.y / self.itemDis
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elseif self.dragType == 2 then
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self.scrollBar.size = self.rectTransform.sizeDelta.x / (self.itemWidth * math.ceil(self.dataCount / self.fixedCount) + self.spacing.x)
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self.scrollBar.value = -self.dragGOTran.anchoredPosition.x / self.itemDis
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end
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-- 滑动监听
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self.scrollBar.onValueChanged:AddListener(function(f)
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if not self.isCanDrag then return end
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local v2, curIndex
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if self.dragType == 1 then
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v2 = Vector2.Lerp(Vector2.zero, Vector2.New(0, self.itemDis), f)
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@ -358,24 +444,13 @@ function this:SetData(dataList, updateFunc)
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v2 = Vector2.Lerp(Vector2.zero, Vector2.New(-self.itemDis, 0), f)
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curIndex = math.floor(-v2.x / self.itemWidth)
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end
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self.dragGOTran.anchoredPosition = v2
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SetItemIndex(self, curIndex)
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end)
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end
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if oldIndex then
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if self.itemDis > 0 then
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if self.dragType == 1 then
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self.dragGOTran.anchoredPosition = Vector2.New(0, math.clamp(oldPos.y, 0, self.itemDis))
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elseif self.dragType == 2 then
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self.dragGOTran.anchoredPosition = Vector2.New(math.clamp(oldPos.x, -self.itemDis, 0), 0)
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end
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end
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SetItemIndex(self, oldIndex)
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end
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end
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function this:ForeachItemGO(func)
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if not func or not self.goItemList then return end
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for i=1, math.min(#self.goItemList, self.dataCount) do
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@ -385,17 +460,22 @@ end
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--设置当前索引位置在最上层
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function this:SetIndex(curIndex)
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local itemOffset = math.ceil(curIndex / self.fixedCount) - 1
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if self.itemDis > 0 then
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if self.dragType == 1 then
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self.dragGOTran.anchoredPosition = Vector2.New(0, math.clamp(self.itemHeight * itemOffset, 0, self.itemDis))
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elseif self.dragType == 2 then
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self.dragGOTran.anchoredPosition = Vector2.New(math.clamp(-self.itemWidth * itemOffset, -self.itemDis, 0), 0)
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end
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else
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self.dragGOTran.anchoredPosition = Vector2.New(0, 0)
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end
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SetItemIndex(self, itemOffset)
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Log("setIndex "..curIndex)
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-- if self.co then
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-- coroutine.stop(self.co)
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-- end
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-- local itemOffset = math.ceil(curIndex / self.fixedCount) - 1
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-- if self.itemDis > 0 then
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-- if self.dragType == 1 then
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-- self.dragGOTran.anchoredPosition = Vector2.New(0, math.clamp(self.itemHeight * itemOffset, 0, self.itemDis))
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-- elseif self.dragType == 2 then
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-- self.dragGOTran.anchoredPosition = Vector2.New(math.clamp(-self.itemWidth * itemOffset, -self.itemDis, 0), 0)
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-- end
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-- else
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-- self.dragGOTran.anchoredPosition = Vector2.New(0, 0)
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-- end
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-- SetItemIndex(self, itemOffset)
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self:SetShow(curIndex)
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end
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--通过item预设获取关联的数据项索引
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