本文实例为大家分享了unity实现翻页按钮功能的具体代码,供大家参考,具体内容如下
效果图:
UI子父级关系:
代码中也都有加入注释,有不懂可私信我。脚本中用到了对象池,我没有上传,可根据自己需求做相应变动。
脚本:PageBtnPanelC
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
|
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; using UnityEngine.UI; /// <summary> /// 分页按钮面板控制器 /// </summary> public class PageBtnPanelC : MonoBehaviour { private HorizontalLayoutGroup self_HLG; /// <summary> /// 上一页按钮 /// </summary> private Button lastPageBtn; /// <summary> /// 下一页按钮 /// </summary> private Button nextPageBtn; /// <summary> /// 页数的父物体 /// </summary> private RectTransform pageBtnParent; private HorizontalLayoutGroup pageBtnParent_HLG; /// <summary> /// 上一页按钮点击事件 /// </summary> private UnityAction< int > lastPageBtnEvent; /// <summary> /// 下一页按钮点击事件 /// </summary> private UnityAction< int > nextPageBtnEvent; /// <summary> /// 当前显示页面的下标 /// </summary> private int _currentShowPageIndex = 1; public int CurrentShowPageIndex { get { return _currentShowPageIndex; } set { _currentShowPageIndex = value; } } /// <summary> /// 总的页面数 /// </summary> private int totalPageNumber = 0; /// <summary> /// 显示按钮的个数 奇数个 /// </summary> [Header( "必须是奇数个,且小于总页数" )] private int _showBtnCount = 5; public int ShowBtnCount { get { if (_showBtnCount > totalPageNumber) { _showBtnCount = totalPageNumber; } return _showBtnCount; } set { if (value % 2 == 0) { _showBtnCount = value - 1; } else { _showBtnCount = value; } } } /// <summary> /// 页数按钮 预设体 /// </summary> public GameObject btnPrefabs; /// <summary> /// 页数按钮 存放list /// </summary> public List<PageBtnC> pbcList; private void Start() { Init(); Set(14, 9, (index1) => { Debug.Log( "当前显示第:" + CurrentShowPageIndex + "页" ); }, (index2) => { Debug.Log( "当前显示第:" + CurrentShowPageIndex + "页" ); }, (_pageIndex, _pbc) => { Debug.Log( "当前显示第:" + CurrentShowPageIndex + "页" ); }); } /// <summary> /// 改变显示的状态 /// </summary> void ChangeShowState() { int _showBtnCount = ShowBtnCount; /* 判断是否在可更新范围内,如果在更新范围内,则将CurrentShowPageIndex设置为中心位置的按钮 eg:假设总共有10页(totalPageNumber = 10),显示按钮的个数为7(ShowBtnCount = 7) 则应该在 (ShowBtnCount / 2 + 1) = 4 到 totalPageNumber - ShowBtnCount / 2 = 7 之间设置 如果CurrentShowPageIndex = 5或6 则应该这样显示 1.. 3 4 5 6 7 ..10 如果不在更新范围内, 如果CurrentShowPageIndex = 1或2或3或4 则应该这样显示: 1 2 3 4 5 6 ..10 如果如果CurrentShowPageIndex = 7或8或9或10 则应该这样显示 1.. 5 6 7 8 9 10 */ if (CurrentShowPageIndex >= (ShowBtnCount / 2 + 1) && CurrentShowPageIndex <= (totalPageNumber - ShowBtnCount / 2)) { int _showBtnCount2 = _showBtnCount - 2; _showBtnCount2 /= 2; //判断起始下标 int startIndex = CurrentShowPageIndex - _showBtnCount2; int endIndex = CurrentShowPageIndex + _showBtnCount2; //防止超出 if (startIndex <= 1) { startIndex = 2; } //防止超出 if (endIndex >= totalPageNumber) { endIndex = totalPageNumber - 1; } //计算中心位置按钮的下标 因为showBtnCount不定 int centerIndex = ShowBtnCount / 2; pbcList[centerIndex].Set(CurrentShowPageIndex); //循环设置前面一部分按钮信息 for ( int i = 1; i < centerIndex; i++) { pbcList[i].Set(startIndex++); } //循环设置后面一部分按钮信息 for ( int i = centerIndex + 1; i < ShowBtnCount - 1; i++) { startIndex++; pbcList[i].Set(startIndex); } } else { //如果点击的是小于等于4的按钮下标 if (CurrentShowPageIndex < (ShowBtnCount / 2 + 1)) { for ( int i = 0; i < ShowBtnCount - 1; i++) { pbcList[i].Set(i+1); } } //如果点击的事大于等于7的按钮下标 else if (CurrentShowPageIndex > (totalPageNumber - ShowBtnCount / 2)) { int startNumber = totalPageNumber - ShowBtnCount + 2; for ( int i = 1; i < ShowBtnCount; i++) { pbcList[i].Set(startNumber++); } } } /* 判断总显示页数是否大于显示页数 以防止出现这种效果: 例如:totalPageNumber = 7,ShowBtnCount =7 防止出现的效果:1 2 3 4 5 6 ..7 和 1.. 2 3 4 5 6 7 应该出现的效果:1 2 3 4 5 6 7 */ if (totalPageNumber > ShowBtnCount){ _showBtnCount -= 2; _showBtnCount /= 2; if (CurrentShowPageIndex - _showBtnCount - 1 > 1) { pbcList[0].Set(1, "1.." ); } else { pbcList[0].Set(1); } if (CurrentShowPageIndex + _showBtnCount + 1 < totalPageNumber) { pbcList[ShowBtnCount - 1].Set(totalPageNumber, ".." + totalPageNumber); } else { pbcList[ShowBtnCount - 1].Set(totalPageNumber); } } } private bool isInit = false ; public void Init() { if (isInit) return ; isInit = true ; pbcList = new List<PageBtnC>(); self_HLG = transform.GetComponent<HorizontalLayoutGroup>(); pageBtnParent = transform.Find( "PageIndexParent" ) as RectTransform; pageBtnParent_HLG = pageBtnParent.GetComponent<HorizontalLayoutGroup>(); lastPageBtn = transform.Find( "LastPageBtn" ).GetComponent<Button>(); lastPageBtn.onClick.AddListener(()=> { if (totalPageNumber <= 0) return ; if (CurrentShowPageIndex > 1) { CurrentShowPageIndex--; } ResetPageBtnState(); ChangeShowState(); PageBtnC pbc = GetPBCFromIndex(CurrentShowPageIndex); if (pbc != null ) { pbc.SetHighlightColor(); } if (lastPageBtnEvent != null ) { lastPageBtnEvent(CurrentShowPageIndex); } }); nextPageBtn = transform.Find( "NextPageBtn" ).GetComponent<Button>(); nextPageBtn.onClick.AddListener(()=> { if (totalPageNumber <= 0) return ; if (CurrentShowPageIndex < totalPageNumber) { CurrentShowPageIndex++; } ResetPageBtnState(); ChangeShowState(); PageBtnC pbc = GetPBCFromIndex(CurrentShowPageIndex); if (pbc != null ) { pbc.SetHighlightColor(); } if (nextPageBtnEvent != null ) { nextPageBtnEvent(CurrentShowPageIndex); } }); } /// <summary> /// 设置信息 /// </summary> /// <param name="totalPageNumber">总页数</param> /// <param name="showBtnCount">显示多少个按钮,填奇数,如果填偶数,则会强制减1,如:填6,则实际为5</param> /// <param name="lastBtnEvent">上一页按钮事件</param> /// <param name="nextBtnEvent">下一页按钮事件</param> /// <param name="pageBtnClickEvent">单独点击页面按钮事件</param> public void Set( int totalPageNumber, int showBtnCount,UnityAction< int > lastBtnEvent,UnityAction< int > nextBtnEvent,UnityAction< int ,PageBtnC> pageBtnClickEvent) { if (totalPageNumber <= 0) { this .totalPageNumber = 1; } else { this .totalPageNumber = totalPageNumber; } this .ShowBtnCount = showBtnCount; this .lastPageBtnEvent = lastBtnEvent; this .nextPageBtnEvent = nextBtnEvent; CurrentShowPageIndex = 1; pbcList.Clear(); for ( int i = 1; i <= ShowBtnCount; i++) { int index = i; PageBtnC pbc = PoolManager.Instance.Spawn(btnPrefabs, pageBtnParent).GetComponent<PageBtnC>(); if (pbc) { pbc.Set(index, null , (pageIndex,pbc111) => { CurrentShowPageIndex = pageIndex; ResetPageBtnState(); ChangeShowState(); PageBtnC pbc1 = GetPBCFromIndex(CurrentShowPageIndex); if (pbc1 != null ) { pbc1.SetHighlightColor(); } if (pageBtnClickEvent != null ) { pageBtnClickEvent(pageIndex, pbc111); } }); } pbcList.Add(pbc); } pbcList[0].SetHighlightColor(); ChangeShowState(); Util.SetWidth_ChildWidthSame(pageBtnParent_HLG, pageBtnParent); Util.SetWidth_ChildWidthNotSame(self_HLG, transform as RectTransform); } /// <summary> /// 重置所有按钮的状态 /// </summary> void ResetPageBtnState() { for ( int i = 0; i < pbcList.Count; i++) { pbcList[i].SetNormalColor(); } } /// <summary> /// 回收所有页码 /// </summary> public void Unspawn() { for ( int i = pageBtnParent.childCount - 1; i >= 0; i--) { PoolManager.Instance.UnSpawn(pageBtnParent.GetChild(i).gameObject); } } public void Clear() { lastPageBtnEvent = null ; nextPageBtnEvent = null ; } /// <summary> /// 根据index得到pagebtnc物体 /// </summary> /// <param name="index"></param> /// <returns></returns> PageBtnC GetPBCFromIndex( int index) { for ( int i = 0; i < pbcList.Count; i++) { if (pbcList[i].CurrentPageIndex.Equals(index)) { return pbcList[i]; } } return null ; } } public class Util { /// <summary> /// 设置物体宽度 子物体宽度相同 /// </summary> /// <param name="parentHLG"></param> /// <param name="parent"></param> /// <param name="callback"></param> public static void SetWidth_ChildWidthSame(HorizontalLayoutGroup parentHLG, RectTransform parent, UnityAction< float > endCallBack = null ) { float width = 0; float leftPadding = parentHLG.padding.left; float spacing = parentHLG.spacing; int childCount = parent.childCount; if (childCount > 0) { RectTransform singleChildRT = parent.GetChild(0) as RectTransform; width = childCount * singleChildRT.rect.width + (childCount - 1) * spacing + leftPadding; } parent.sizeDelta = new Vector2(width, parent.sizeDelta.y); if (endCallBack != null ) { endCallBack(width); } } /// <summary> /// 设置物体宽度 子物体宽度不同 /// </summary> /// <param name="parentHLG"></param> /// <param name="parent"></param> /// <param name="callback"></param> public static void SetWidth_ChildWidthNotSame(HorizontalLayoutGroup parentHLG, RectTransform parent, UnityAction< float > endCallBack = null ) { float width = 0; RectOffset Padding = parentHLG.padding; float spacing = parentHLG.spacing; int childCount = parent.childCount; if (childCount > 0) { for ( int i = 0; i < childCount; i++) { RectTransform childRT = parent.GetChild(i) as RectTransform; width += childRT.rect.width; } width += (childCount - 1) * spacing + Padding.left + Padding.right; } parent.sizeDelta = new Vector2(width, parent.sizeDelta.y); if (endCallBack != null ) { endCallBack(width); } } } |
脚本:PageBtnC
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
|
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; using UnityEngine.UI; /// <summary> /// 页码按钮控制器 /// </summary> public class PageBtnC : MonoBehaviour,IPool { /// <summary> /// 自己显示的页码 /// </summary> private int currentPageIndex = 0; public int CurrentPageIndex { get { return currentPageIndex; } } private Button SelfBtn; private Image img; private Text selfText; /// <summary> /// 按钮事件 /// </summary> public UnityAction< int ,PageBtnC> btnClickEvent; /// <summary> /// 按钮正常和高亮颜色 /// </summary> public Color normalColor; public Color highlightColor; /// <summary> /// 文本正常和高亮颜色 /// </summary> public Color normalTextColor; public Color highlightTextColor; private bool isInit = false ; void Init() { if (isInit) return ; isInit = true ; img = transform.GetComponent<Image>(); selfText = transform.Find( "Text" ).GetComponent<Text>(); SelfBtn = transform.GetComponent<Button>(); SelfBtn.onClick.AddListener(()=> { if (btnClickEvent != null ) { btnClickEvent(currentPageIndex, this ); } }); } /// <summary> /// 设置正常颜色 /// </summary> public void SetNormalColor() { img.color = normalColor; selfText.color = normalTextColor; } /// <summary> /// 设置高亮颜色 /// </summary> public void SetHighlightColor() { img.color = highlightColor; selfText.color = highlightTextColor; } /// <summary> /// 设置事件 文本内容等 /// </summary> /// <param name="currentPageIndex"></param> /// <param name="selfTextStr"></param> /// <param name="btnClickEvent"></param> public void Set( int currentPageIndex, string selfTextStr = null ,UnityAction< int ,PageBtnC> btnClickEvent = null ) { this .currentPageIndex = currentPageIndex; if (btnClickEvent != null ) { this .btnClickEvent = btnClickEvent; } if ( string .IsNullOrEmpty(selfTextStr)) { selfText.text = currentPageIndex.ToString(); } else { selfText.text = selfTextStr; } } #region 对象池接口方法 public int GetMaxCount() { return 10; } public string SingletonName() { return this .GetType().Name; } public void Spawn() { Init(); } public void UnSpawn() { SetNormalColor(); } #endregion } |
github地址
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服务器之家。
原文链接:https://blog.csdn.net/yiwei151/article/details/88406539