本文实例为大家分享了Unity UGUI实现滑动翻页效果的具体代码,供大家参考,具体内容如下
这个问题真的是老生常谈的事情了,不过在这里还是要说一下,以便以后之需
首先看一下效果图
最后在Content下面是一些Image
ntal = 0; //滑动的起始坐标 private bool isDrag = false; //是否拖拽结束 private List posList = new List ();//求出每页的临界角,页索引从0开始 private int currentPageIndex = -1; public Action OnPageChanged; private bool stopMove = true; public float smooting = 4; //滑动速度 public float sensitivity = 0; private float startTime; private float startDragHorizontal; void Awake () { // rect = rect2; rect = transform.GetComponent (); // rect2 = transform.GetComponent(); float horizontalLength = rect.content.rect.width - GetComponent ().rect.width; //float horizontalLength2 = rect2.content.rect.width - GetComponent().rect.width; posList.Add (0); for(int i = 1; i ().rect.width * i / horizontalLength); } posList.Add (1); } void Update () { if(!isDrag && !stopMove) { startTime += Time.deltaTime; float t = startTime * smooting; rect.horizontalNormalizedPosition = Mathf.Lerp (rect.horizontalNormalizedPosition , targethorizontal , t); // rect2.horizo= 0 && index ntalNormalizedPosition = posList[index]; SetPageIndex(index); } else { Debug.LogWarning (页码不存在); } } private void SetPageIndex (int index) { if(currentPageIndex != index) { currentPageIndex = index; if(onPageChanged != null) onPageChanged (index); } } public void onBeginDrag (PointerEventData eventData) { isDrag = true; startDragHorizontal = rect.horizontalNormalizedPosition; // startDragHorizontal = rect2.horizontalNormalizedPosition; } public void onEndDrag (PointerEventData eventData) { float posX = rect.horizontalNormalizedPosition; posX += ((posX - startDragHorizontal) * sensitivity); posX = posX 0 ? posX : 0; int index = 0; float offset = Mathf.Abs (posList[index] - posX); for(int i = 1; i ntal = posList[index]; //设置当前坐标,更新函数进行插值 isDrag = false; startTime = 0; stopMove = false; } }
最后看一下,怎么设置的:
剩下的就没有什么了。
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持考高分网。

