miduo_client/Assets/ManagedResources/~Lua/View/ScrollFitterView.lua

426 lines
15 KiB
Lua

ScrollFitterView = {}
local this = ScrollFitterView
local function SetUpdate(self, index, item)
item.isUsed = true
if not item.isActive then
item.isActive = true
item.go:SetActive(true)
end
self.updateFunc(index, item.go)
self.goItemDataRefList[item.go] = index
if self.dragType == 1 then
item.offset = LayoutUtility.GetPreferredHeight(item.tran) + self.spacing
else
item.offset = LayoutUtility.GetPreferredWidth(item.tran) + self.spacing
end
end
local function CreateItem(self)
if self.usedItemCount < #self.goItemList then
for i=1, #self.goItemList do
if not self.goItemList[i].isUsed then
self.usedItemCount=self.usedItemCount+1
return self.goItemList[i]
end
end
end
local item = {go=nil, tran=nil, isActive=false, isUsed=false, pre=nil, next=nil, offset=0, pos=0}
local go = newObject(self.item)
go.name = "item"..#self.goItemList+1
go.transform:SetParent(self.dragGO.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
local tran = go:GetComponent("RectTransform")
local v2 = self.dragType == 1 and Vector2.New(0.5, 1) or Vector2.New(0, 0.5)
tran.anchorMin = v2
tran.anchorMax = v2
tran.pivot = v2
item.go = go
item.tran = tran
table.insert(self.goItemList, item)
self.goItemDataRefList[go] = #self.goItemList
self.usedItemCount=self.usedItemCount+1
return item
end
local function SetItemPos(self, item, pos)
item.tran.anchoredPosition = pos
item.pos = self.dragType == 1 and pos.y or pos.x
end
local function SetPosition(self, dv2)
dv2 = self.dragType == 1 and Vector2.New(0, dv2.y) or Vector2.New(dv2.x, 0)
local fv2 = self.dragGOTran.anchoredPosition + dv2
self.dragGOTran.anchoredPosition = fv2
local r = self.firstCellItem
local l = self.lastCellItem
local temp
if self.dragType == 1 then
if dv2.y > 0 then
while self.offsetIndex + self.usedItemCount < self.dataCount and
-fv2.y < r.next.pos - r.next.offset do
temp = r.next
self.offsetIndex = self.offsetIndex + 1
SetUpdate(self, self.offsetIndex + self.usedItemCount, temp)
SetItemPos(self, temp, l.pre.tran.anchoredPosition - Vector2.New(0, l.pre.offset))
r.next = temp.next
temp.next.pre = r
temp.pre = l.pre
l.pre.next = temp
temp.next = l
l.pre = temp
end
while self.offsetIndex + self.usedItemCount < self.dataCount and
l.pre.pos - l.pre.offset > -fv2.y-self.scrollSize do
local item = CreateItem(self)
SetUpdate(self, self.offsetIndex + self.usedItemCount, item)
SetItemPos(self, item, l.pre.tran.anchoredPosition - Vector2.New(0, l.pre.offset))
item.pre = l.pre
l.pre.next = item
l.pre = item
item.next = l
end
elseif dv2.y < 0 then
while self.offsetIndex > 0 and -self.scrollSize-fv2.y > l.pre.pos do
temp = l.pre
SetUpdate(self, self.offsetIndex, temp)
self.offsetIndex = self.offsetIndex - 1
SetItemPos(self, temp, r.next.tran.anchoredPosition + Vector2.New(0, temp.offset))
l.pre = temp.pre
temp.pre.next = l
temp.next = r.next
r.next.pre = temp
temp.pre = r
r.next = temp
end
while self.offsetIndex > 0 and fv2.y < -r.next.pos do
local item = CreateItem(self)
SetUpdate(self, self.offsetIndex, item)
self.offsetIndex = self.offsetIndex - 1
SetItemPos(self, item, r.next.tran.anchoredPosition + Vector2.New(0, item.offset))
item.next = r.next
r.next.pre = item
r.next = item
item.pre = r
end
end
else
if dv2.x < 0 then
while self.offsetIndex + self.usedItemCount < self.dataCount and
fv2.x < -r.next.offset - r.next.pos do
temp = r.next
self.offsetIndex = self.offsetIndex + 1
SetUpdate(self, self.offsetIndex + self.usedItemCount, temp)
SetItemPos(self, temp, l.pre.tran.anchoredPosition + Vector2.New(l.pre.offset, 0))
r.next = temp.next
temp.next.pre = r
temp.pre = l.pre
l.pre.next = temp
temp.next = l
l.pre = temp
end
while self.offsetIndex + self.usedItemCount < self.dataCount and
l.pre.pos + l.pre.offset < -fv2.x+self.scrollSize do
local item = CreateItem(self)
SetUpdate(self, self.offsetIndex + self.usedItemCount, item)
SetItemPos(self, item, l.pre.tran.anchoredPosition + Vector2.New(l.pre.offset, 0))
item.pre = l.pre
l.pre.next = item
l.pre = item
item.next = l
end
elseif dv2.x > 0 then
while self.offsetIndex > 0 and fv2.x-self.scrollSize > -l.pre.pos do
temp = l.pre
SetUpdate(self, self.offsetIndex, temp)
self.offsetIndex = self.offsetIndex - 1
SetItemPos(self, temp, r.next.tran.anchoredPosition - Vector2.New(temp.offset, 0))
l.pre = temp.pre
temp.pre.next = l
temp.next = r.next
r.next.pre = temp
temp.pre = r
r.next = temp
end
while self.offsetIndex > 0 and fv2.x > -r.next.pos do
local item = CreateItem(self)
SetUpdate(self, self.offsetIndex, item)
self.offsetIndex = self.offsetIndex - 1
SetItemPos(self, item, r.next.tran.anchoredPosition - Vector2.New(item.offset, 0))
item.next = r.next
r.next.pre = item
r.next = item
item.pre = r
end
end
end
if not self.elastic then
local first = r.next
local last = l.pre
if self.dragType == 1 then
if -fv2.y > first.pos then
fv2.y = -first.pos
else
if first.pos-last.pos+last.offset < self.scrollSize then
fv2.y = -first.pos
else
local itemDis = last.pos-last.offset+self.spacing
if -fv2.y-self.scrollSize < itemDis then
fv2.y = -itemDis-self.scrollSize
end
end
end
elseif self.dragType == 2 then
if fv2.x > -first.pos then
fv2.x = -first.pos
else
if last.pos+last.offset-first.pos < self.scrollSize then
fv2.x = -first.pos
else
local itemDis = last.pos+last.offset-self.spacing
if -fv2.x+self.scrollSize > itemDis then
fv2.x = -itemDis+self.scrollSize
end
end
end
end
self.dragGOTran.anchoredPosition = fv2
end
end
local function OnBeginDrag(self, Pointgo, data)
if not self.dataList then return end
self.moveTween.enabled = true
self.moveTween.Momentum = Vector3.zero
self.moveTween.IsUseCallBack = false
data:Use()
end
local function OnDrag(self, Pointgo, data)
if not self.dataList then return end
self.moveTween:LerpMomentum(data.delta)
SetPosition(self, data.delta)
data:Use()
end
local function OnEndDrag(self, Pointgo, data)
if not self.dataList then return end
SetPosition(self, data.delta)
self.moveTween.IsUseCallBack = true
data:Use()
end
local function OnMoveEnd(self)
local fv2 = self.dragGOTran.anchoredPosition
local first = self.firstCellItem.next
local last = self.lastCellItem.pre
if self.dragType == 1 then
if -fv2.y > first.pos then
self.tmpTween = self.dragGOTran:DOAnchorPosY(-first.pos,0.3,false)
else
if first.pos-last.pos+last.offset < self.scrollSize then
self.tmpTween = self.dragGOTran:DOAnchorPosY(-first.pos,0.3,false)
else
local itemDis = last.pos-last.offset+self.spacing
if -fv2.y-self.scrollSize < itemDis then
self.tmpTween = self.dragGOTran:DOAnchorPosY(-itemDis-self.scrollSize,0.3,false)
end
end
end
elseif self.dragType == 2 then
if fv2.x > -first.pos then
self.tmpTween = self.dragGOTran:DOAnchorPosX(-first.pos,0.3,false)
else
if last.pos+last.offset-first.pos < self.scrollSize then
self.tmpTween = self.dragGOTran:DOAnchorPosX(-first.pos,0.3,false)
else
local itemDis = last.pos+last.offset-self.spacing
if -fv2.x+self.scrollSize > itemDis then
self.tmpTween = self.dragGOTran:DOAnchorPosX(-itemDis+self.scrollSize,0.3,false)
end
end
end
end
end
function ScrollFitterView:New(gameObject)
local b = {}
b.gameObject = gameObject
b.transform = gameObject.transform
setmetatable(b,{ __index = ScrollFitterView })
return b
end
--初始化组件(用于子类重写)
function ScrollFitterView:InitComponent()
self.trigger = Util.GetEventTriggerListener(self.gameObject)
self.trigger.onBeginDrag = self.trigger.onBeginDrag + function (p,d) OnBeginDrag(self,p,d) end
self.trigger.onDrag = self.trigger.onDrag + function (p,d) OnDrag(self,p,d) end
self.trigger.onEndDrag = self.trigger.onEndDrag + function (p,d) OnEndDrag(self,p,d) end
self.rectTransform = self.gameObject:GetComponent("RectTransform")
self.dragGO = Util.GetGameObject(self.gameObject, "grid")
self.dragGOTran = self.dragGO:GetComponent("RectTransform")
self.moveTween = self.dragGO:AddComponent(typeof(UITweenSpring))
self.moveTween.enabled = false
self.moveTween.OnUpdate = function (v2) SetPosition(self,v2) end
self.moveTween.OnMoveEnd = function () OnMoveEnd(self) end
self.moveTween.MomentumAmount = 0.5 --拖动灵敏度(越大越灵敏)
self.moveTween.Strength = 8 --滑动阻力(越大阻力越大)
self.elastic = true --支持超框拖动
end
--绑定事件(用于子类重写)
function ScrollFitterView:BindEvent()
end
--添加事件监听(用于子类重写)
function ScrollFitterView:AddListener()
end
--移除事件监听(用于子类重写)
function ScrollFitterView:RemoveListener()
end
--界面关闭时调用(用于子类重写)
function ScrollFitterView:OnClose()
end
--界面销毁时调用(用于子类重写)
function ScrollFitterView:OnDestroy()
end
--界面打开时调用(用于子类重写)
function ScrollFitterView:OnOpen(itemGO, scrollSizeDeltaV2, dragType, spacing)
self.item = itemGO --关联的预设
self.rectTransform.sizeDelta = scrollSizeDeltaV2 --滚动界面大小
self.dragType = dragType --1 竖 2 横
self.spacing = spacing --左右,上下间距
self.scrollSize = dragType == 1 and scrollSizeDeltaV2.y or scrollSizeDeltaV2.x
local v2 = self.dragType == 1 and Vector2.New(0.5, 1) or Vector2.New(0, 0.5)
self.dragGOTran.anchorMin = v2
self.dragGOTran.anchorMax = v2
self.dragGOTran.pivot = v2
self.firstCellItem = {next=nil, tran=self.dragGOTran, offset=0, pos=0}
self.lastCellItem = {pre=nil}
self.firstCellItem.next = self.lastCellItem
self.lastCellItem.pre = self.firstCellItem
self.offsetIndex = 0
self.goItemList = {}
self.goItemDataRefList = {}
self.usedItemCount = 0
end
function this:SetData(dataList, updateFunc, startIndex)
self.dataList = dataList --传入的数据列表
self.updateFunc = updateFunc --刷新回调,返回数据列表的索引和对应预设
self.dataCount = #dataList
self:SetIndex(startIndex or self.offsetIndex+1) --设置初始索引,若为空则默认为上一次索引
end
function this:ForeachItemGO(func)
if not func or not self.goItemList then return end
for i=1, math.min(#self.goItemList, self.dataCount) do
func(i, self.goItemList[i].go)
end
end
--设置当前索引位置在最上层
function this:SetIndex(curIndex)
if self.dataCount == 0 then
for i=1, #self.goItemList do
self.goItemList[i].isUsed = false
self.goItemList[i].isActive = false
self.goItemList[i].go:SetActive(false)
end
self.dataList = nil
return
end
if self.tmpTween then
self.tmpTween:Kill()
self.tmpTween = nil
end
self.dragGOTran.anchoredPosition = Vector2.New(0, 0)
self.offsetIndex = curIndex-1
self.usedItemCount=0
for i=1, #self.goItemList do
self.goItemList[i].isUsed = false
end
local index = self.firstCellItem
while curIndex+self.usedItemCount<=self.dataCount do
local item = CreateItem(self)
index.next = item
item.pre = index
index = item
SetUpdate(self, self.offsetIndex+self.usedItemCount, item)
if self.dragType == 1 then
SetItemPos(self, item, item.pre.tran.anchoredPosition - Vector2.New(0, item.pre.offset))
if item.pos-item.offset<=-self.scrollSize then
break
end
else
SetItemPos(self, item, item.pre.tran.anchoredPosition + Vector2.New(item.pre.offset, 0))
if item.pos+item.offset>=self.scrollSize then
break
end
end
end
index.next = self.lastCellItem
self.lastCellItem.pre = index
if self.offsetIndex > 0 then
local last = self.lastCellItem
local first = self.firstCellItem
if self.dragType == 1 then
local itemDis = last.pre.pos-last.pre.offset+self.spacing
if -self.scrollSize < itemDis then
SetPosition(self, Vector2.New(0, -itemDis-self.scrollSize))
itemDis = first.next.pos-last.pre.pos+last.pre.offset-self.spacing
if itemDis < self.scrollSize then
self.dragGOTran.anchoredPosition = Vector2.New(0,-first.next.pos)
end
end
else
local itemDis = last.pre.pos+last.pre.offset-self.spacing
if self.scrollSize > itemDis then
SetPosition(self, Vector2.New(-itemDis+self.scrollSize, 0))
itemDis = last.pre.pos+last.pre.offset-first.next.pos-self.spacing
if itemDis < self.scrollSize then
self.dragGOTran.anchoredPosition = Vector2.New(-first.next.pos,0)
end
end
end
end
for i=1, #self.goItemList do
if not self.goItemList[i].isUsed then
self.goItemList[i].isActive = false
self.goItemList[i].go:SetActive(false)
end
end
end
--通过item预设获取关联的数据项索引
function this:GetItemDataIndex(go)
return self.goItemDataRefList[go]
end
return ScrollFitterView