之前用UIGrid 发现如果数据量大了。NGUI就会创建大量的GameObject. 这样肯定对性能消耗影响巨大,所以我自己优化了一下。这样效率可以提高很多。当然,优化过后UIGrid还是有一些不足,可惜暂时没有思路,以后有思路了。再接着继续。直接贴代码。
Demo : game.gamerisker.com/grid/
DownLoad : GridDemo 访问密码: o7bf
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 |
using UnityEngine; using System.Collections; using System.Collections.Generic; /// <summary> /// @author : YangDan /// @date : 2014-6-20 /// /// CustomGrid,这个类主要做了一件事,就是优化了,NGUI UIGrid 在数据量很多都时候, ///创建过多都GameObject对象,造成资源浪费. /// 该类需要和 CustomScrollView.cs 以及 CustomDragScrollView.cs一起使用; /// CustomScrollView 类只上把bounds字段给暴露出来,因为bounds都大小需要在外面设置了. /// CustomDragScrollView 类 没有修改, ///因为默认都UIDragScrollView 默认里面调用都上UIScrollView ///不能与我们都CustomScrollView兼容. /// 所以只是将里面都UIScrollView 改为 CustomScrollView. /// Item 是一个渲染操作类.可以自己定义,或者不要,并没有影响. /// </summary> /// public class CustomGrid : UIWidgetContainer { public GameObject Item; public int m_cellHeight = 60; public int m_cellWidth = 700; private float m_height; private int m_maxLine; private Item[] m_cellList; private CustomScrollView mDrag; private float lastY = -1; private List<string> m_listData; private Vector3 defaultVec; void Awake() { m_listData = new List<string>(); defaultVec = new Vector3(0, m_cellHeight, 0); mDrag = NGUITools.FindInParents<CustomScrollView>(gameObject); m_height = mDrag.panel.height; m_maxLine = Mathf.CeilToInt(m_height / m_cellHeight) + 1; m_cellList = new Item[m_maxLine]; CreateItem(); } void Update() { if (mDrag.transform.localPosition.y != lastY) { Validate(); lastY = mDrag.transform.localPosition.y; } } private void UpdateBounds(int count) { Vector3 vMin = new Vector3(); vMin.x = -transform.localPosition.x; vMin.y = transform.localPosition.y - count * m_cellHeight; vMin.z = transform.localPosition.z; Bounds b = new Bounds(vMin, Vector3.one); b.Encapsulate(transform.localPosition); mDrag.bounds = b; mDrag.UpdateScrollbars(true); mDrag.RestrictWithinBounds(true); } public void AddItem(string name) { m_listData.Add(name); Validate(); UpdateBounds(m_listData.Count); } private void Validate() { Vector3 position = mDrag.panel.transform.localPosition; float _ver = Mathf.Max(position.y, 0); int startIndex = Mathf.FloorToInt(_ver / m_cellHeight); int endIndex = Mathf.Min(m_listData.Count, startIndex + m_maxLine); Item cell; int index = 0; for (int i = startIndex; i < startIndex + m_maxLine; i++) { cell = m_cellList[index]; if (i < endIndex) { cell.text = m_listData[i]; cell.transform.localPosition = new Vector3(0, i * -m_cellHeight, 0); cell.gameObject.SetActive(true); } else { cell.transform.localPosition = defaultVec; } index++; } } private void CreateItem() { for (int i = 0; i < m_maxLine; i++) { GameObject go; go = Instantiate(Item) as GameObject; go.transform.parent = transform; go.transform.localScale = Vector3.one; go.SetActive(false); go.name = "Item" + i; Item item = go.GetComponent<Item>(); item.Init(); m_cellList[i] = item; } } } |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 |
using UnityEngine; using System.Collections; /// <summary> /// 主初始化类 /// </summary> public class Main : MonoBehaviour { public int count; public bool isUpdate = true; private CustomGrid grid; private int index = 0; private int i = 0; private UILabel label; void Awake() { grid = GetComponentInChildren<CustomGrid>(); label = transform.FindChild("back/back/Label").GetComponent<UILabel>(); } void Start () { while (i < count) { Add("" + i++); } label.text = string.Format("创建 {0} 个Item", i.ToString()); } void Update() { if (isUpdate) { if (index % 30 == 0) { Add(i.ToString()); i++; label.text = string.Format("创建 {0} 个Item", i.ToString()); } index++; } } private void Add(string text) { grid.AddItem(text); } } |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 |
using UnityEngine; using System.Collections; using System.Collections.Generic; using System.Text.RegularExpressions; /// <summary> /// 子渲染处理类 /// </summary> public class Item : MonoBehaviour { private UILabel label; public void Init() { label = transform.FindChild("Label").GetComponent<UILabel>(); } /// <summary> /// 文本内容 /// </summary> public string text { set { label.text = value; } } } |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 |
using UnityEngine; /// <summary> /// 自定义ScrollView 和 UIScrollView 基本相同 /// </summary> public class CustomScrollView : MonoBehaviour { public enum Movement { Horizontal, Vertical, Unrestricted, Custom, } public enum DragEffect { None, Momentum, MomentumAndSpring, } public enum ShowCondition { Always, OnlyIfNeeded, WhenDragging, } public delegate void OnDragFinished (); public Movement movement = Movement.Vertical; public DragEffect dragEffect = DragEffect.MomentumAndSpring; public bool restrictWithinPanel = true; public bool disableDragIfFits = false; public bool smoothDragStart = true; public bool iOSDragEmulation = true; public float scrollWheelFactor = 0.25f; public float momentumAmount = 35f; public UIScrollBar horizontalScrollBar; public UIScrollBar verticalScrollBar; public ShowCondition showScrollBars = ShowCondition.OnlyIfNeeded; public Vector2 customMovement = new Vector2(1f, 0f); public Vector2 relativePositionOnReset = Vector2.zero; public OnDragFinished onDragFinished; [HideInInspector][SerializeField] Vector3 scale = new Vector3(0f, 0f, 0f); Transform mTrans; UIPanel mPanel; Plane mPlane; Vector3 mLastPos; bool mPressed = false; Vector3 mMomentum = Vector3.zero; float mScroll = 0f; Bounds mBounds; //bool mCalculatedBounds = false; bool mShouldMove = false; bool mIgnoreCallbacks = false; int mDragID = -10; Vector2 mDragStartOffset = Vector2.zero; bool mDragStarted = false; public UIPanel panel { get { return mPanel; } } public Bounds bounds { get { return mBounds; } set { mBounds = value; } } public bool canMoveHorizontally { get { return movement == Movement.Horizontal || movement == Movement.Unrestricted || (movement == Movement.Custom && customMovement.x != 0f); } } public bool canMoveVertically { get { return movement == Movement.Vertical || movement == Movement.Unrestricted || (movement == Movement.Custom && customMovement.y != 0f); } } public virtual bool shouldMoveHorizontally { get { float size = bounds.size.x; if (mPanel.clipping == UIDrawCall.Clipping.SoftClip) size += mPanel.clipSoftness.x * 2f; return size > mPanel.width; } } public virtual bool shouldMoveVertically { get { float size = bounds.size.y; if (mPanel.clipping == UIDrawCall.Clipping.SoftClip) size += mPanel.clipSoftness.y * 2f; return size > mPanel.height; } } protected virtual bool shouldMove { get { if (!disableDragIfFits) return true; if (mPanel == null) mPanel = GetComponent<UIPanel>(); Vector4 clip = mPanel.finalClipRegion; Bounds b = bounds; float hx = (clip.z == 0f) ? Screen.width : clip.z * 0.5f; float hy = (clip.w == 0f) ? Screen.height : clip.w * 0.5f; if (canMoveHorizontally) { if (b.min.x < clip.x - hx) return true; if (b.max.x > clip.x + hx) return true; } if (canMoveVertically) { if (b.min.y < clip.y - hy) return true; if (b.max.y > clip.y + hy) return true; } return false; } } public Vector3 currentMomentum { get { return mMomentum; } set { mMomentum = value; mShouldMove = true; } } void Awake () { mTrans = transform; mPanel = GetComponent<UIPanel>(); if (mPanel.clipping == UIDrawCall.Clipping.None) mPanel.clipping = UIDrawCall.Clipping.ConstrainButDontClip; if (movement != Movement.Custom && scale.sqrMagnitude > 0.001f) { if (scale.x == 1f && scale.y == 0f) { movement = Movement.Horizontal; } else if (scale.x == 0f && scale.y == 1f) { movement = Movement.Vertical; } else if (scale.x == 1f && scale.y == 1f) { movement = Movement.Unrestricted; } else { movement = Movement.Custom; customMovement.x = scale.x; customMovement.y = scale.y; } scale = Vector3.zero; #if UNITY_EDITOR UnityEditor.EditorUtility.SetDirty(this); #endif } if (Application.isPlaying) mPanel.onChange += OnPanelChange; } void OnDestroy () { if (Application.isPlaying && mPanel != null) mPanel.onChange -= OnPanelChange; } void OnPanelChange () { UpdateScrollbars(true); } void Start () { if (Application.isPlaying) { UpdateScrollbars(true); if (horizontalScrollBar != null) { EventDelegate.Add(horizontalScrollBar.onChange, OnHorizontalBar); horizontalScrollBar.alpha = ((showScrollBars == ShowCondition.Always) || shouldMoveHorizontally) ? 1f : 0f; } if (verticalScrollBar != null) { EventDelegate.Add(verticalScrollBar.onChange, OnVerticalBar); verticalScrollBar.alpha = ((showScrollBars == ShowCondition.Always) || shouldMoveVertically) ? 1f : 0f; } } } public bool RestrictWithinBounds (bool instant) { return RestrictWithinBounds(instant, true, true); } public bool RestrictWithinBounds (bool instant, bool horizontal, bool vertical) { Bounds b = bounds; Vector3 constraint = mPanel.CalculateConstrainOffset(b.min, b.max); if (!horizontal) constraint.x = 0f; if (!vertical) constraint.y = 0f; if (constraint.magnitude > 1f) { if (!instant && dragEffect == DragEffect.MomentumAndSpring) { Vector3 pos = mTrans.localPosition + constraint; pos.x = Mathf.Round(pos.x); pos.y = Mathf.Round(pos.y); SpringPanel.Begin(mPanel.gameObject, pos, 13f); } else { MoveRelative(constraint); mMomentum = Vector3.zero; mScroll = 0f; } return true; } return false; } public void DisableSpring () { SpringPanel sp = GetComponent<SpringPanel>(); if (sp != null) sp.enabled = false; } public virtual void UpdateScrollbars (bool recalculateBounds) { if (mPanel == null) return; if (horizontalScrollBar != null || verticalScrollBar != null) { if (recalculateBounds) { //mCalculatedBounds = false; mShouldMove = shouldMove; } Bounds b = bounds; Vector2 bmin = b.min; Vector2 bmax = b.max; if (horizontalScrollBar != null && bmax.x > bmin.x) { Vector4 clip = mPanel.finalClipRegion; float extents = clip.z * 0.5f; if (mPanel.clipping == UIDrawCall.Clipping.SoftClip) extents -= mPanel.clipSoftness.x; float min = clip.x - extents - b.min.x; float max = b.max.x - extents - clip.x; float width = bmax.x - bmin.x; min = Mathf.Clamp01(min / width); max = Mathf.Clamp01(max / width); float sum = min + max; mIgnoreCallbacks = true; horizontalScrollBar.barSize = 1f - sum; horizontalScrollBar.value = (sum > 0.001f) ? min / sum : 0f; mIgnoreCallbacks = false; } if (verticalScrollBar != null && bmax.y > bmin.y) { Vector4 clip = mPanel.finalClipRegion; float extents = clip.w * 0.5f; if (mPanel.clipping == UIDrawCall.Clipping.SoftClip) extents -= mPanel.clipSoftness.y; float min = clip.y - extents - bmin.y; float max = bmax.y - extents - clip.y; float height = bmax.y - bmin.y; min = Mathf.Clamp01(min / height); max = Mathf.Clamp01(max / height); float sum = min + max; mIgnoreCallbacks = true; verticalScrollBar.barSize = 1f - sum; verticalScrollBar.value = (sum > 0.001f) ? 1f - min / sum : 0f; mIgnoreCallbacks = false; } } else if (recalculateBounds) { //mCalculatedBounds = false; } } public virtual void SetDragAmount (float x, float y, bool updateScrollbars) { DisableSpring(); Bounds b = bounds; if (b.min.x == b.max.x || b.min.y == b.max.y) return; Vector4 clip = mPanel.finalClipRegion; clip.x = Mathf.Round(clip.x); clip.y = Mathf.Round(clip.y); clip.z = Mathf.Round(clip.z); clip.w = Mathf.Round(clip.w); float hx = clip.z * 0.5f; float hy = clip.w * 0.5f; float left = b.min.x + hx; float right = b.max.x - hx; float bottom = b.min.y + hy; float top = b.max.y - hy; if (mPanel.clipping == UIDrawCall.Clipping.SoftClip) { left -= mPanel.clipSoftness.x; right += mPanel.clipSoftness.x; bottom -= mPanel.clipSoftness.y; top += mPanel.clipSoftness.y; } float ox = Mathf.Lerp(left, right, x); float oy = Mathf.Lerp(top, bottom, y); ox = Mathf.Round(ox); oy = Mathf.Round(oy); if (!updateScrollbars) { Vector3 pos = mTrans.localPosition; if (canMoveHorizontally) pos.x += clip.x - ox; if (canMoveVertically) pos.y += clip.y - oy; mTrans.localPosition = pos; } if (canMoveHorizontally) clip.x = ox; if (canMoveVertically) clip.y = oy; Vector4 cr = mPanel.baseClipRegion; mPanel.clipOffset = new Vector2(clip.x - cr.x, clip.y - cr.y); if (updateScrollbars) UpdateScrollbars(false); } public void ResetPosition() { if (NGUITools.GetActive(this)) { //mCalculatedBounds = false; SetDragAmount(relativePositionOnReset.x, relativePositionOnReset.y, false); SetDragAmount(relativePositionOnReset.x, relativePositionOnReset.y, true); } } void OnHorizontalBar () { if (!mIgnoreCallbacks) { float x = (horizontalScrollBar != null) ? horizontalScrollBar.value : 0f; float y = (verticalScrollBar != null) ? verticalScrollBar.value : 0f; SetDragAmount(x, y, false); } } void OnVerticalBar () { if (!mIgnoreCallbacks) { float x = (horizontalScrollBar != null) ? horizontalScrollBar.value : 0f; float y = (verticalScrollBar != null) ? verticalScrollBar.value : 0f; SetDragAmount(x, y, false); } } public virtual void MoveRelative (Vector3 relative) { mTrans.localPosition += relative; Vector2 co = mPanel.clipOffset; co.x -= relative.x; co.y -= relative.y; mPanel.clipOffset = co; UpdateScrollbars(false); } public void MoveAbsolute (Vector3 absolute) { Vector3 a = mTrans.InverseTransformPoint(absolute); Vector3 b = mTrans.InverseTransformPoint(Vector3.zero); MoveRelative(a - b); } public void Press (bool pressed) { if (smoothDragStart && pressed) { mDragStarted = false; mDragStartOffset = Vector2.zero; } if (enabled && NGUITools.GetActive(gameObject)) { if (!pressed && mDragID == UICamera.currentTouchID) mDragID = -10; //mCalculatedBounds = false; mShouldMove = shouldMove; if (!mShouldMove) return; mPressed = pressed; if (pressed) { // Remove all momentum on press mMomentum = Vector3.zero; mScroll = 0f; // Disable the spring movement DisableSpring(); // Remember the hit position mLastPos = UICamera.lastHit.point; // Create the plane to drag along mPlane = new Plane(mTrans.rotation * Vector3.back, mLastPos); // Ensure that we're working with whole numbers, keeping everything pixel-perfect Vector2 co = mPanel.clipOffset; co.x = Mathf.Round(co.x); co.y = Mathf.Round(co.y); mPanel.clipOffset = co; Vector3 v = mTrans.localPosition; v.x = Mathf.Round(v.x); v.y = Mathf.Round(v.y); mTrans.localPosition = v; } else { if (restrictWithinPanel && mPanel.clipping != UIDrawCall.Clipping.None && dragEffect == DragEffect.MomentumAndSpring) RestrictWithinBounds(false, canMoveHorizontally, canMoveVertically); if (!smoothDragStart || mDragStarted) { if (onDragFinished != null) onDragFinished(); } } } } public void Drag () { if (enabled && NGUITools.GetActive(gameObject) && mShouldMove) { if (mDragID == -10) mDragID = UICamera.currentTouchID; UICamera.currentTouch.clickNotification = UICamera.ClickNotification.BasedOnDelta; // Prevents the drag "jump". Contributed by 'mixd' from the Tasharen forums. if (smoothDragStart && !mDragStarted) { mDragStarted = true; mDragStartOffset = UICamera.currentTouch.totalDelta; } Ray ray = smoothDragStart ? UICamera.currentCamera.ScreenPointToRay(UICamera.currentTouch.pos - mDragStartOffset) : UICamera.currentCamera.ScreenPointToRay(UICamera.currentTouch.pos); float dist = 0f; if (mPlane.Raycast(ray, out dist)) { Vector3 currentPos = ray.GetPoint(dist); Vector3 offset = currentPos - mLastPos; mLastPos = currentPos; if (offset.x != 0f || offset.y != 0f) { offset = mTrans.InverseTransformDirection(offset); if (movement == Movement.Horizontal) { offset.y = 0f; offset.z = 0f; } else if (movement == Movement.Vertical) { offset.x = 0f; offset.z = 0f; } else if (movement == Movement.Unrestricted) { offset.z = 0f; } else { offset.Scale((Vector3)customMovement); } offset = mTrans.TransformDirection(offset); } // Adjust the momentum mMomentum = Vector3.Lerp(mMomentum, mMomentum + offset * (0.01f * momentumAmount), 0.67f); // Move the scroll view if (!iOSDragEmulation) { MoveAbsolute(offset); } else { Vector3 constraint = mPanel.CalculateConstrainOffset(bounds.min, bounds.max); if (constraint.magnitude > 1f) { MoveAbsolute(offset * 0.5f); mMomentum *= 0.5f; } else { MoveAbsolute(offset); } } // We want to constrain the UI to be within bounds if (restrictWithinPanel && mPanel.clipping != UIDrawCall.Clipping.None && dragEffect != DragEffect.MomentumAndSpring) { RestrictWithinBounds(true, canMoveHorizontally, canMoveVertically); } } } } public void Scroll (float delta) { if (enabled && NGUITools.GetActive(gameObject) && scrollWheelFactor != 0f) { DisableSpring(); mShouldMove = shouldMove; if (Mathf.Sign(mScroll) != Mathf.Sign(delta)) mScroll = 0f; mScroll += delta * scrollWheelFactor; } } void LateUpdate () { if (!Application.isPlaying) return; float delta = RealTime.deltaTime; // Fade the scroll bars if needed if (showScrollBars != ShowCondition.Always) { bool vertical = false; bool horizontal = false; if (showScrollBars != ShowCondition.WhenDragging || mDragID != -10 || mMomentum.magnitude > 0.01f) { vertical = shouldMoveVertically; horizontal = shouldMoveHorizontally; } if (verticalScrollBar) { float alpha = verticalScrollBar.alpha; alpha += vertical ? delta * 6f : -delta * 3f; alpha = Mathf.Clamp01(alpha); if (verticalScrollBar.alpha != alpha) verticalScrollBar.alpha = alpha; } if (horizontalScrollBar) { float alpha = horizontalScrollBar.alpha; alpha += horizontal ? delta * 6f : -delta * 3f; alpha = Mathf.Clamp01(alpha); if (horizontalScrollBar.alpha != alpha) horizontalScrollBar.alpha = alpha; } } // Apply momentum if (mShouldMove && !mPressed) { if (movement == Movement.Horizontal || movement == Movement.Unrestricted) { mMomentum -= mTrans.TransformDirection(new Vector3(mScroll * 0.05f, 0f, 0f)); } else if (movement == Movement.Vertical) { mMomentum -= mTrans.TransformDirection(new Vector3(0f, mScroll * 0.05f, 0f)); } else { mMomentum -= mTrans.TransformDirection(new Vector3( mScroll * customMovement.x * 0.05f, mScroll * customMovement.y * 0.05f, 0f)); } if (mMomentum.magnitude > 0.0001f) { mScroll = NGUIMath.SpringLerp(mScroll, 0f, 20f, delta); // Move the scroll view Vector3 offset = NGUIMath.SpringDampen(ref mMomentum, 9f, delta); MoveAbsolute(offset); // Restrict the contents to be within the scroll view's bounds if (restrictWithinPanel && mPanel.clipping != UIDrawCall.Clipping.None) RestrictWithinBounds(false, canMoveHorizontally, canMoveVertically); if (mMomentum.magnitude < 0.0001f && onDragFinished != null) onDragFinished(); return; } else { mScroll = 0f; mMomentum = Vector3.zero; } } else mScroll = 0f; // Dampen the momentum NGUIMath.SpringDampen(ref mMomentum, 9f, delta); } #if UNITY_EDITOR /// <summary> /// Draw a visible orange outline of the bounds. /// </summary> void OnDrawGizmos() { if (mPanel != null) { Bounds b = bounds; Gizmos.matrix = transform.localToWorldMatrix; Gizmos.color = new Color(1f, 0.4f, 0f); Gizmos.DrawWireCube(new Vector3(b.center.x, b.center.y, b.min.z), new Vector3(b.size.x, b.size.y, 0f)); } } #endif } |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 |
using UnityEngine; using System.Collections; /// <summary> /// 子类拖到处理类 /// </summary> public class CustomDragScrollView : MonoBehaviour { public CustomScrollView scrollView; [HideInInspector] [SerializeField] CustomScrollView draggablePanel; Transform mTrans; CustomScrollView mScroll; bool mAutoFind = false; void OnEnable () { mTrans = transform; if (scrollView == null && draggablePanel != null) { scrollView = draggablePanel; draggablePanel = null; } FindScrollView(); } void FindScrollView () { CustomScrollView sv = NGUITools.FindInParents<CustomScrollView>(mTrans); if (scrollView == null) { scrollView = sv; mAutoFind = true; } else if (scrollView == sv) { mAutoFind = true; } mScroll = scrollView; } void Start () { FindScrollView(); } void OnPress (bool pressed) { if (mAutoFind && mScroll != scrollView) { mScroll = scrollView; mAutoFind = false; } if (scrollView && enabled && NGUITools.GetActive(gameObject)) { scrollView.Press(pressed); if (!pressed && mAutoFind) { scrollView = NGUITools.FindInParents<CustomScrollView>(mTrans); mScroll = scrollView; } } } void OnDrag (Vector2 delta) { if (scrollView && NGUITools.GetActive(this)) scrollView.Drag(); } void OnScroll (float delta) { if (scrollView && NGUITools.GetActive(this)) scrollView.Scroll(delta); } } |
17 Comments
Hi,
I’m interested in this article but I can’t read Chinese, so could you explain the main point that you optimized the UIScrollView?
Thank you.
I mainly optimized Item are reused. Look at the core code “private void Validate ()”
大哥源码消失了 能不能上传到github或者oschina呢 还可以给你改进 qq 82506111
我想请教下,如果grid一行多列的特性怎么实现数据的更新,例如:1行4列
其实原理都是一样的,行和列没有关系,只是修改一下xy的问题。请仔细查看CustomGrid 的 Validate方法,相信你能找到答案。
你好,你解决那个多行多列的循环利用了吗?
你需要的是表格的多行多列的形式吗?如果是这个,我没有做喔。目前还没遇到这个需求
你好,我用了你的这个优化的grid,但有个问题是如果grid的item比较复杂的话在滑动后就会显示不出来了,第一屏是可以显示的,因为是测试,所以滑动的时候也没有去改变item的值,只是验证性能,但滑动后就是显示不了,这是什么原因呢,能给个思路吗?
非常感谢
谢谢,感谢你的使用!
item 最终的渲染 是在Validate这个方法里面,如果不显示,有可能是Item的坐标计算不对,处于可视范围以外造成的,你可以看看item的坐标。item的显示与它复杂没关系。
如果有还是出现问题,可以直接联系我:QQ:133523686(注明来意 3Q)
是我搞错了,是我把 UIPanel 的 static 选项勾上了导致的
已搞定,很不错的优化,3Q
感谢!
你好 请问这个有打unity包吗?初学者 很感兴趣,想学习一下,谢谢!
文章上面有一个下载链接,不能用了吗?不好意思 现在在公司 不方便访问云盘。你可以自己试试,如果还不行,我晚上回去会更新一下下载地址!
不,能用 ,我没看清 谢谢
Assets/Grid/CustomScrollView.cs(202,32): error CS1061: Type
UIPanel' does not contain a definition for
onChange’ and no extension methodonChange' of type
UIPanel’ could be found (are you missing a using directive or an assembly reference?)ngui3.5.8版本 不知道哪个方法可以替代这个
你好,因为我手里没有3.5.8版本,无法明确告诉你用哪个方法替代,我只能给你一些建议,请你详细的看一下CustomGrid.cs类的头注释,CustomScrollView类,你应该可以直接使用3.5.8版本的 只需要把bounds改为外部赋值,其他的依然用原来的类代码。慢慢的改一下 相信你也能运行起来的,祝你成功!