这篇文章主要讲解了Unity3D实现分页系统的方法,内容清晰明了,对此有兴趣的小伙伴可以学习一下,相信大家阅读完之后会有帮助。
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在有些情况下,有很多列表不能一次性显示完整,需要对其进行分页处理
先展示下效果图:
·效果图一
·效果图二
总的来说,要考虑到的逻辑情况还是有点的
工程目录结构如下图:
在每个UIPage下有一个Image框,用来编辑当前是那一页,默认activate=false
整个思路是当点击UIPage获取里面的页数数值,根据这个数值刷新下UIPage的Text值
在确定哪个UIPage下的Image的activate为true
将以下脚本组件挂载到UIPage上
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; public class UIPage : EventTrigger { public Image image = null; public Image GetImage { get { if (image = null) { image = this.transform.GetChild(0).GetComponent<Image>(); } return image; } set { image = value; } } public Text text = null; public Text GetText { get { if (text = null) { text = this.transform.GetChild(1).GetComponent<Text>(); } return text; } set { text = value; } } //点击UI_Page public override void OnPointerClick(PointerEventData eventData) { if (this.transform.GetChild(1).GetComponent<Text>().text == "..." || this.transform.GetChild(1).GetComponent<Text>().text == "") { return; } PageGrid pg = PageGrid.GetInstance; //如果点击的是前面几个ui(点击的是1-5) if (int.Parse(this.transform.GetChild(1).GetComponent<Text>().text) < PageGrid.GetInstance.uiPageArray.Length) { string text = this.transform.GetChild(1).GetComponent<Text>().text; //更新显示 PageGrid.GetInstance.UpadateUIPageFromHead(); UIPage uiPage = PageGrid.GetInstance.FindUIPageWithText(text); if (uiPage) { PageGrid.GetInstance.ActivatUIPageImage(this.gameObject); } } //点击最后几个(点击的是最后4个) else if (int.Parse(this.transform.GetChild(1).GetComponent<Text>().text) >= PageGrid.GetInstance.maxPageIndex - 3) { string text = this.transform.GetChild(1).GetComponent<Text>().text; //更新显示 PageGrid.GetInstance.UpdateUIPageFromEnd(); UIPage uiPage = PageGrid.GetInstance.FindUIPageWithText(text); if (uiPage) { PageGrid.GetInstance.ActivatUIPageImage(uiPage.gameObject); } } else { string text = this.transform.GetChild(1).GetComponent<Text>().text; //更新显示 PageGrid.GetInstance.UpdateUIPageFromMiddle(text); /*由于数字向后移动,故image显示位置不需要改变*/ } } }
在做完了UIPage的点击事件后,需要实现页面跳转(左右按钮的点击实际也是一个跳转)
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; /// <summary> /// 管理UIPage /// </summary> public class PageGrid : MonoBehaviour { //在初始化时最大的页数 public int maxPageIndex = 100; [HideInInspector] public UIPage[] uiPageArray { get; set; } private static PageGrid _instance; public static PageGrid GetInstance { get { if (_instance == null) { _instance = GameObject.FindGameObjectWithTag("pageGrid").GetComponent<PageGrid>(); } return _instance; } } private void Start() { //获取其子节点UIPage组件 uiPageArray = this.GetComponentsInChildren<UIPage>(); //初始化子节点ui显示 UpadateUIPageFromHead(); } /// <summary> /// 在UIPage上更新 /// </summary> public void UpadateUIPageFromHead() { //从一开始计数 int headPageIndex = 1; int n_pageHeadIndex = headPageIndex; //页数大于UIPage数(大于6) if (maxPageIndex > uiPageArray.Length) { foreach (var item in uiPageArray) { //倒数第二个 if (headPageIndex - n_pageHeadIndex == uiPageArray.Length - 2) { item.transform.GetChild(1).GetComponent<Text>().text = "..."; } //倒数第一个 else if (headPageIndex - n_pageHeadIndex == uiPageArray.Length - 1) { item.transform.GetChild(1).GetComponent<Text>().text = maxPageIndex.ToString(); } else { item.transform.GetChild(1).GetComponent<Text>().text = headPageIndex.ToString(); } headPageIndex++; } } //页数等于UIPage数 else if (maxPageIndex == uiPageArray.Length) { foreach (var item in uiPageArray) { item.transform.GetChild(1).GetComponent<Text>().text = headPageIndex.ToString(); headPageIndex++; } } else { for (int i = 0; i < maxPageIndex; i++) { uiPageArray[i].transform.GetChild(1).GetComponent<Text>().text = headPageIndex.ToString(); headPageIndex++; } } } /// <summary> /// 在UIPage上更新 /// </summary> public void UpdateUIPageFromEnd() { //页数大于UIPage数(大于6) if (maxPageIndex > uiPageArray.Length) { int count = maxPageIndex; for (int i = uiPageArray.Length - 1; i > 0; i--) { if (i == 0) { uiPageArray[i].transform.GetChild(1).GetComponent<Text>().text = "1"; } else if (i == 1) { uiPageArray[i].transform.GetChild(1).GetComponent<Text>().text = "..."; } else { uiPageArray[i].transform.GetChild(1).GetComponent<Text>().text = count.ToString(); count--; } } } else { int count = 1; for (int i = 0; i < maxPageIndex; i++) { uiPageArray[i].transform.GetChild(1).GetComponent<Text>().text = count.ToString(); count++; } } } /// <summary> /// 在UIPage中间更新 /// </summary> public void UpdateUIPageFromMiddle(string number) { int count = int.Parse(number); for (int i = 0; i < uiPageArray.Length; i++) { if (i == 0) { uiPageArray[i].transform.GetChild(1).GetComponent<Text>().text = "1"; } else if (i == 1 || i == uiPageArray.Length - 2) { uiPageArray[i].transform.GetChild(1).GetComponent<Text>().text = "..."; } else if (i == uiPageArray.Length - 1) { uiPageArray[i].transform.GetChild(1).GetComponent<Text>().text = maxPageIndex.ToString(); } else { uiPageArray[i].transform.GetChild(1).GetComponent<Text>().text = count.ToString(); count++; } } } //需要和服务器交互TODO public void ActivatUIPageImage(GameObject uiPage) { //将全部uiPage的Image取消激活 foreach (var item in uiPageArray) { item.transform.GetChild(0).gameObject.SetActive(false); } uiPage.transform.GetChild(0).gameObject.SetActive(true); } /// <summary> /// 按文本内容查询 /// </summary> /// <param name="text"></param> public UIPage FindUIPageWithText(string text) { foreach (var item in uiPageArray) { if (item.transform.GetChild(1).GetComponent<Text>().text == text) { return item; } } return null; } private UIPage FindUIPageWithImage() { foreach (var item in uiPageArray) { if (item.transform.GetChild(0).gameObject.activeInHierarchy) { return item; } } return null; } /// <summary> /// 页面跳转 /// </summary> public void JumpPage()//这里用于输入框回车事件 { //获取输入信息 string number = GameObject.FindGameObjectWithTag("PageInputField").GetComponent<InputField>().text; if (string.IsNullOrEmpty(number)) { return; } //查询前面几个ui(点击的是1-4) if (int.Parse(number) < PageGrid.GetInstance.uiPageArray.Length - 1) { PageGrid.GetInstance.UpadateUIPageFromHead(); UIPage uiPage = PageGrid.GetInstance.FindUIPageWithText(number); if (uiPage) { GameObject obj = uiPage.gameObject; PageGrid.GetInstance.ActivatUIPageImage(obj); } } //查询最后几个(点击的是最后4个) else if (int.Parse(number) >= PageGrid.GetInstance.maxPageIndex - 3) { PageGrid.GetInstance.UpdateUIPageFromEnd(); UIPage uiPage = PageGrid.GetInstance.FindUIPageWithText(number); if (uiPage) { GameObject obj = uiPage.gameObject; PageGrid.GetInstance.ActivatUIPageImage(obj); } } else { UpdateUIPageFromMiddle(number); UIPage uiPage = PageGrid.GetInstance.FindUIPageWithText(number); if (uiPage) { GameObject obj = uiPage.gameObject; PageGrid.GetInstance.ActivatUIPageImage(obj); } } } /// <summary> /// 跳转 /// </summary> /// <param name="str"></param> public void JumpPage(string str) { //获取输入信息 string number = str; //查询前面几个ui(点击的是1-4) if (int.Parse(number) < PageGrid.GetInstance.uiPageArray.Length - 1) { PageGrid.GetInstance.UpadateUIPageFromHead(); UIPage uiPage = PageGrid.GetInstance.FindUIPageWithText(number); if (uiPage) { GameObject obj = uiPage.gameObject; PageGrid.GetInstance.ActivatUIPageImage(obj); } } //查询最后几个(点击的是最后4个) else if (int.Parse(number) >= PageGrid.GetInstance.maxPageIndex - 3) { PageGrid.GetInstance.UpdateUIPageFromEnd(); UIPage uiPage = PageGrid.GetInstance.FindUIPageWithText(number); if (uiPage) { GameObject obj = uiPage.gameObject; PageGrid.GetInstance.ActivatUIPageImage(obj); } } else { UpdateUIPageFromMiddle(number); UIPage uiPage = PageGrid.GetInstance.FindUIPageWithText(number); if (uiPage) { GameObject obj = uiPage.gameObject; PageGrid.GetInstance.ActivatUIPageImage(obj); } } } /// <summary> /// 页面选择按钮 /// </summary> /// <param name="selection">(向左:-1)( 向右:1)</param> public void OnBtnRight(string selection) { UIPage uiPage = PageGrid.GetInstance.FindUIPageWithImage(); if (uiPage) { //当前页面是最后一页或者是第一页 if (int.Parse(uiPage.transform.GetChild(1).GetComponent<Text>().text) == maxPageIndex && selection == "1" || int.Parse(uiPage.transform.GetChild(1).GetComponent<Text>().text) == 1 && selection == "-1") { return; } else { //跳转页面 JumpPage((int.Parse(uiPage.transform.GetChild(1).GetComponent<Text>().text) + int.Parse(selection)).ToString()); } } } }
将该脚本挂载到父节点pageGrid上
最后需要将条形框回车事件绑定上去
这样一个完成简单分页系统
看完上述内容,是不是对Unity3D实现分页系统的方法有进一步的了解,如果还想学习更多内容,欢迎关注创新互联行业资讯频道。
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