解决Unity无限滚动复用列表的问题

目录

  • 无限滚动复用列表
  • 前言
  • 设计思路
  • 关键基类
    • 1.ScrollData
    • 2.ScrollView
    • 3.ScrollItem
  • 测试类
    • 1.添加20组数据
    • 2.回到顶部
    • 3.回到底部
  • 坑点
    • 1.ScrollView回滚设置延迟;
    • 2.锚点设置;
    • 3.数据需要网络请求,自适应会失效;

无限滚动复用列表 Demo展示
解决Unity无限滚动复用列表的问题
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解决Unity无限滚动复用列表的问题
文章图片


前言 游戏中有非常多的下拉滚动菜单,比如成就列表,任务列表,以及背包仓库之类;如果列表内容非常丰富,会占用大量内存,这篇无限滚动复用ScrollView就是解决这种问题;还可以用来做朋友圈,聊天等;
一般情况,ScrollView中每个Item的大小是一直的,使用ContentSizeFillter组件足够解决大部分问题;
如果每个Item大小不一致,问题就复杂起来,需要做滚动位置判断,我这里做了大小适应;

设计思路 1.将数据部分和滚动逻辑部分分离开,数据设计成泛型类;
2.在ScrollView组件上添加ScrollView脚本,控制Item的添加和删除,分为头部和尾部;
3.在每个Item上添加ScrollItem脚本,重写更新数据方法,同时监听自身是否为头部或者尾部;
4.如果为头部或者尾部,且超界通过委托调用ScrollView脚本中的添加或删除Item方法;

关键基类
1.ScrollData
负责整个列表的数据管理,分为总数据和现实数据两个链表,增删查改方法;泛型类方便复用;
这里使用LinkedList方便查找并返回头尾节点;
全部代码:
public class ScrollData{public List allDatas; public LinkedList curDatas; public ScrollData(){allDatas = new List(); curDatas = new LinkedList(); //加载数据;}//获取头数据public T GetHeadData()if(allDatas.Count == 0)return default(T); if (curDatas.Count == 0){T head = allDatas[0]; curDatas.AddFirst(head); return head; }T t = curDatas.First.Value; int index = allDatas.IndexOf(t); if (index != 0)T head = allDatas[index - 1]; return default(T); //移出头数据public bool RemoveHeadData()if (curDatas.Count == 0 || curDatas.Count == 1)return false; curDatas.RemoveFirst(); return true; //获取尾部数据public T GetEndData()if (allDatas.Count == 0)T end = allDatas[0]; curDatas.AddLast(end); return end; T t = curDatas.Last.Value; if (index != allDatas.Count - 1)T end = allDatas[index + 1]; //移出尾部数据public bool RemoveEndData()curDatas.RemoveLast(); //添加数据,通过数组public void AddData(T[] t)allDatas.AddRange(t); //添加数据,通过链表public void AddData(List t)allDatas.AddRange(t.ToArray()); //添加单条数据public void AddData(T t)allDatas.Insert(0,t); curDatas.AddFirst(t); //情况当前显示节点public void ClearCurData()curDatas.Clear(); //获取当前显示链表的第一个数据在总数据中的下标public int GetFirstIndex()return allDatas.IndexOf(t); }


2.ScrollView
关键字段:
scrollItemGo //每个Item的预制体content//scrollRect下的Contentspacing//每个Item的间隔isStart//是否第一次加载

方法:
GetChildItem;
1.获取一个Item的预制体,先从content的子物体中寻找active为false的物体,如果没有则根据scrollItemGo克隆一个;
2.创建新Item时,获取ScrollItem组件,赋值其中的参数(四个委托),并初始化;
OnAddHead;OnRemoveHead;OnAddEnd;OnRemoveEnd;
委托方法:
1.调用ScrollData中GetHeadData方法,获得头数据;
2.找到content中第一个节点;
3.调用GetChildItem方法获得item的实例;
4.SetAsFirstSibling,将实例设置为首节点,同时调用RefreshData,刷新数据;
5.根据item 的宽度做自适应(item大小相同,只选挂载ContentSizeFitter);
全部代码:
public class ScrollView : MonoBehaviour{public GameObject scrollItemGo; private RectTransform content; [SerializeField]private float spacing; private bool isStart = true; void Start(){content = this.GetComponent().content; spacing = 15; OnAddHead(); }private GameObject GetChildItem()//查找是否有未回收的子节点for (int i = 0; i < content.childCount; ++i){GameObject tempGo = content.GetChild(i).gameObject; if (!tempGo.activeSelf){tempGo.SetActive(true); return tempGo; }}//无创建新的GameObject childItem = GameObject.Instantiate(scrollItemGo,content.transform); ScrollViewItem scrollItem = childItem.GetComponent(); if (scrollItem == null)scrollItem = childItem.AddComponent(); scrollItem.onAddHead += OnAddHead; scrollItem.onRemoveHead += OnRemoveHead; scrollItem.onAddEnd += OnAddEnd; scrollItem.onRemoveEnd += OnRemoveEnd; scrollItem.Init(); childItem.GetComponent().anchorMin = new Vector2(0.5f, 1); childItem.GetComponent().anchorMax = new Vector2(0.5f, 1); childItem.GetComponent().pivot = new Vector2(0, 1); childItem.transform.localScale = Vector3.one; childItem.transform.localPosition = Vector3.zero; //-----设置宽高——加载数据 return childItem; private void OnAddHead()Data data = https://www.it610.com/article/this.GetComponent().scrollData.GetHeadData(); if (data != null)Transform first = FindFirst(); //----first 不为 数据头---在data中做了GameObject obj = GetChildItem(); obj.GetComponent().RefreshData(data); obj.transform.SetAsFirstSibling(); RectTransform objRect = obj.GetComponent(); float height = objRect.sizeDelta.y; if (first != null)obj.transform.localPosition = first.localPosition + new Vector3(0, height + spacing, 0); if (isStart)content.sizeDelta += new Vector2(0, height + spacing); isStart = false; private void OnRemoveHead()var scrollData = https://www.it610.com/article/this.GetComponent().scrollData; if (scrollData.RemoveHeadData())Transform tf = FindFirst(); if (tf != null)tf.gameObject.SetActive(false); private void OnAddEnd()Data data = https://www.it610.com/article/this.GetComponent().scrollData.GetEndData(); Transform end = FindEnd(); //----end 不为 数据尾在data中做了obj.transform.SetAsLastSibling(); float height = end.GetComponent().sizeDelta.y; if (end != null)obj.transform.localPosition = end.localPosition - new Vector3(0, height + spacing, 0); //是否增加content高度if (IsAddContentH(obj.transform))float h = obj.GetComponent().sizeDelta.y; content.sizeDelta += new Vector2(0, h + spacing); private void OnRemoveEnd()if (scrollData.RemoveEndData())Transform tf = FindEnd(); private Transform FindFirst()if (content.GetChild(i).gameObject.activeSelf)return content.GetChild(i); return null; private Transform FindEnd()for (int i = content.childCount - 1; i >= 0; --i)private bool IsAddContentH(Transform tf)Vector3[] rectC = new Vector3[4]; Vector3[] contentC = new Vector3[4]; tf.GetComponent().GetWorldCorners(rectC); content.GetWorldCorners(contentC); if (rectC[0].y < contentC[0].y)return true; return false; }


3.ScrollItem
关键字段:四个委托
public Action onAddHead; public Action onRemoveHead; public Action onAddEnd; public Action onRemoveEnd;

关键方法:
OnRecyclingItem;
1.判断自身是否为头尾节点;
2.判断自身是否超界,超界需要隐藏自身;
3.判断自身与边界距离,是否添加节点;
解决Unity无限滚动复用列表的问题
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关键API:
RectTransform.GetWorldCorners(Vector3[4])
获取UI对象四个顶点的世界坐标,下标对应的位置;
解决Unity无限滚动复用列表的问题
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全部代码:
public class ScrollViewItem : MonoBehaviour{private RectTransform viewRect; private RectTransform rect; [SerializeField]private float viewStart; [SerializeField]private float viewEnd; [SerializeField]private Vector3[] rectCorners; public Action onAddHead; public Action onRemoveHead; public Action onAddEnd; public Action onRemoveEnd; public Text nameT; public Text inputT; void Start(){Init(); }public void Init(){viewRect = transform.parent.parent.GetComponent(); rect = this.GetComponent(); rectCorners = new Vector3[4]; viewRect.GetWorldCorners(rectCorners); viewStart = rectCorners[1].y; viewEnd = rectCorners[0].y; }void Update(){OnRecyclingItem(); }//超界变false;private void OnRecyclingItem(){rect = this.GetComponent(); rectCorners = new Vector3[4]; rect.GetWorldCorners(rectCorners); if (IsFirst()){if (rectCorners[0].y > viewStart){//隐藏头节点if (onRemoveHead != null)onRemoveHead(); }if (rectCorners[1].y < viewStart){//添加头节点-头节点不为数据起始点if (onAddHead != null)onAddHead(); }}if (IsLast()){if (rectCorners[0].y > viewEnd){//添加尾节点-尾节点不为数据末尾 if (onAddEnd != null)onAddEnd(); }if (rectCorners[1].y < viewEnd){//隐藏尾节点 if (onRemoveEnd != null)onRemoveEnd(); }}}private bool IsFirst(){for (int i = 0; i < transform.parent.childCount; ++i){Transform tf = transform.parent.GetChild(i); if (tf.gameObject.activeSelf){if (tf == this.transform){return true; }break; }}return false; }private bool IsLast(){for (int i = transform.parent.childCount-1; i >= 0 ; i--){Transform tf = transform.parent.GetChild(i); if (tf.gameObject.activeSelf){if (tf == this.transform){return true; }break; }}return false; }public bool IsInView(){rect = this.GetComponent(); rect.GetWorldCorners(rectCorners); if (rectCorners[1].y > viewEnd || rectCorners[0].y < viewStart)return false; return true; }public void RefreshData(Data da){nameT.text = da.name; inputT.text = da.text; Vector2 oldSize = rect.sizeDelta; rect.sizeDelta = new Vector2(oldSize.x, 200 + da.h); }}


测试类 初始化数据,随机4中宽度的item;
void InitData(){int[] hArr = new int[4]; hArr[0] = 0; hArr[1] = 190; hArr[2] = 190 * 2; hArr[3] = 190 * 3; for (int i = 0; i < 30; ++i){Data da = new Data(); da.name = "小紫苏" + i.ToString(); da.text = "000000" + i.ToString(); int index = UnityEngine.Random.Range(0, 3); da.h = hArr[index]; scrollData.allDatas.Add(da); }}

添加三个按钮,及相应的响应方法;

1.添加20组数据
private void AddData(){int[] hArr = new int[4]; hArr[0] = 0; hArr[1] = 190; hArr[2] = 190 * 2; hArr[3] = 190 * 3; Data[] newData = https://www.it610.com/article/new Data[20]; for (int i = 0; i < 20; ++i){Data da = new Data(); da.name ="小紫苏" + i.ToString(); da.text = "000000" + i.ToString(); int index = UnityEngine.Random.Range(0, 3); da.h = hArr[index]; newData[i] = da; }scrollDat

回到顶部或底部需要有过程,因此需要在update中运行,也可以用插值;

2.回到顶部
private void OnGoHead(){if (isGoHead)isGoHead = false; elseisGoHead = true; }private void OnGoLast(){if (isGoLast)isGoLast = false; elseisGoLast = true; }


3.回到底部
private void GoHead(){if (!isGoHead)return; float curPos = scroll.verticalNormalizedPosition; if (curPos != 1){curPos += 0.01f; if (curPos >= 1){curPos = 1; isGoHead = false; }scroll.verticalNormalizedPosition = curPos; }}private void GoLast(){if (!isGoLast)return; float curPos = scroll.verticalNormalizedPosition; if (curPos != 0){curPos -= 0.01f; if (curPos <= 0){curPos = 0; isGoLast = false; }scroll.verticalNormalizedPosition = curPos; }}


坑点
1.ScrollView回滚设置延迟;
回滚判断是通过verticalNormalizedPosition的API,更改这个值后需要间隔一帧才会修改,因为可能导致判断两次;
解决方法,延迟调用1s——Invoke;

2.锚点设置;
锚点的设置以及UI的自适应会直接影响项目回滚的方向和位置;
大部分位置出错都是因为锚点设置错误;

3.数据需要网络请求,自适应会失效;
网络数据一般都是异步,所以判断会做多次,因此数据上要求提前计算好item的宽度;
项目工程我上传到Gitee,可自行下载学习;https://gitee.com/small-perilla/scroll-view
以上是我对滚动复用组件的总结,如果有更好的意见,欢迎给作者评论留言;
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