public static class RectTransformExtensions
{
public static bool Overlaps(this RectTransform a, RectTransform b)
{
return a.WorldRect().Overlaps(b.WorldRect());
}
public static bool Overlaps(this RectTransform a, RectTransform b, bool allowInverse)
{
return a.WorldRect().Overlaps(b.WorldRect(), allowInverse);
}
public static Rect WorldRect(this RectTransform rectTransform)
{
Vector2 sizeDelta = rectTransform.sizeDelta;
float rectTransformWidth = sizeDelta.x * rectTransform.lossyScale.x;
float rectTransformHeight = sizeDelta.y * rectTransform.lossyScale.y;
Vector3 position = rectTransform.position;
return new Rect(
position.x - rectTransformWidth * rectTransform.pivot.x,
position.y - rectTransformHeight * rectTransform.pivot.y,
rectTransformWidth,
rectTransformHeight);
}
/// <summary>
///
/// </summary>
/// <param name="rectTransform"></param>
/// <param name="pos">世界座標的position</param>
/// <returns></returns>
public static Rect WorldRect2(this RectTransform rectTransform, Vector3 pos)
{
Rect rect = new Rect();
Vector2 sizeDelta = rectTransform.sizeDelta;
float rectTransformWidth = sizeDelta.x * rectTransform.lossyScale.x;
float rectTransformHeight = sizeDelta.y * rectTransform.lossyScale.y;
Vector3 position = pos;
rect.x = position.x - rectTransformWidth * rectTransform.pivot.x;
rect.y = position.y - rectTransformHeight * rectTransform.pivot.y;
rect.width = rectTransformWidth;
rect.height = rectTransformHeight;
return rect;
}
}
以上拓展方法是判斷兩個Recttransform類型的物體是否相交。
然後ScrollRec的滑動回調方法中更新UI位置,代碼如下
private void OnScrollRectValueChanged(Vector2 arg0)
{
Dictionary<int, DynamicRect> inOverlaps = new Dictionary<int, DynamicRect>();
mRectMask = 遮罩物體的RectTransform.WorldRect();
//m_DynamicRectDic這個字典保存的是你所有UI需要放置的位置數據,
//判斷所有UI哪個是可見哪個不可見 ,保存起來
foreach (DynamicRect dR in m_DynamicRectDic.Values)
{
tmpTra.localPosition = dR.localPos;
//獲取每個位置UI的世界座標Rect
Rect rect = m_LevelItemPrefabRT.WorldRect2(tmpTra.position);
if (rect.Overlaps(mRectMask))
{
inOverlaps.Add(dR.Index, dR);
}
}
//m_LevelItemList是保存你實例化後的UI列表,比如你這個遮罩頁面最多顯示3個UI,你需要實例化4個UI,然後動態修改gameobject的顯示與隱藏
int len = m_LevelItemList.Count;
for (int i = 0; i < len; ++i)
{
//LevelItem是UI上掛載的腳本,用於更新UI界面的顯示和數據存儲的
LevelItem item = m_LevelItemList[i];
if (item.DRect != null && !inOverlaps.ContainsKey(item.DRect.Index))
{
//item的DRect爲null時,隱藏物體,否則顯示物體
item.DRect = null;
}
}
//判斷哪些可以重複利用的UI,然後賦予新的數據與位置
foreach (DynamicRect dR in inOverlaps.Values)
{
if (GetDynmicItem(dR) == null)
{
LevelItem item = GetNullDynmicItem();
if (item == null) continue;
item.DRect = dR;
//更新UI的位置和顯示(自己計算,每種顯示不一樣)
_UpdateChildTransformPos(item.gameObject, dR.Index);
}
}
}
/// <summary>
/// 通過動態格子獲得動態渲染器
/// </summary>
/// <param name="rect"></param>
/// <returns></returns>
private LevelItem GetDynmicItem(DynamicRect rect)
{
int len = m_LevelItemList.Count;
for (int i = 0; i < len; ++i)
{
LevelItem item = m_LevelItemList[i];
if (item.DRect == null)
continue;
if (rect.Index == item.DRect.Index)
return item;
}
return null;
}
/// <summary>
/// 獲得待渲染的渲染器
/// </summary>
/// <returns></returns>
private LevelItem GetNullDynmicItem()
{
int len = m_LevelItemList.Count;
for (int i = 0; i < len; ++i)
{
LevelItem item = m_LevelItemList[i];
if (item.DRect == null)
return item;
}
return null;
}
public class DynamicRect
{
/// <summary>
/// 本地座標
/// </summary>
public Vector3 localPos;
/// <summary>
/// 格子索引
/// </summary>
public int Index;
public DynamicRect(int index, Vector3 localPos)
{
this.Index = index;
this.localPos = localPos;
}
}
參考鏈接:https://blog.csdn.net/u014621871/article/details/91380688