因为在界面中大量使用了 Outline 以及界面复杂度较高,在邮件 等需要超长滚动列表的界面,就会十分卡顿。既然美术与策划同学不能妥协,那就来优化代码。

按照滚动区域的属性,展示给玩家看的只是一小块区域,比如列表中有100封邮件,其实只要显示个七八封就够了,剩下的,在向上滑动的时候,把第一排移动到最后一排,替换内容。

这样做能提高绘制效率,但是因为是在滑动的时候动画创建,所以会稍有卡顿,所以只适用于超长列表的情况使用,至于到底多长需要自己取舍。

转自http://blog.csdn.net/huutu http://www.thisisgame.com.cn

下面是代码

/************************** * 文件名:InfinityGridLayoutGroup.cs; * 文件描述:无限滚动GridLayoutGroup,动态创建滚动Item; * 实现无限滚动,需要的最少的child数量。屏幕上能看到的+一行看不到的,比如我在屏幕上能看到 2 行,每一行 2 个。则这个值为 2行*2个 + 1 行* 2个 = 6个。 * 创建日期:2016/05/31; * Author:ThisisGame; * Page:https://github.com/ThisisGame/InfinityGridLayoutGroup ***************************/using UnityEngine;using System.Collections;using UnityEngine.UI;using System.Collections.Generic;[RequireComponent(typeof(GridLayoutGroup))][RequireComponent(typeof(ContentSizeFitter))]public class InfinityGridLayoutGroup : MonoBehaviour {    [SerializeField]    int minAmount = 0;//实现无限滚动,需要的最少的child数量。屏幕上能看到的+一行看不到的,比如我在屏幕上能看到 2 行,每一行 2 个。则这个值为 2行*2个 + 1 行* 2个 = 6个。    RectTransform rectTransform;    GridLayoutGroup gridLayoutGroup;    ContentSizeFitter contentSizeFitter;    ScrollRect scrollRect;    List<RectTransform> children=new List<RectTransform>();    Vector2 startPosition;    int amount = 0;    public delegate void UpdateChildrenCallbackDelegate(int index, Transform trans);    public UpdateChildrenCallbackDelegate updateChildrenCallback = null;    int realIndex = -1;    int realIndexUp = -1; //从下往上;    bool hasInit = false;    Vector2 gridLayoutSize;    Vector2 gridLayoutPos;    Dictionary<Transform, Vector2> childsAnchoredPosition = new Dictionary<Transform, Vector2>();    Dictionary<Transform, int> childsSiblingIndex = new Dictionary<Transform, int>(); // Use this for initialization void Start ()    {        //StartCoroutine(InitChildren()); }    IEnumerator InitChildren()    {        yield return 0;        if (!hasInit)        {            //获取Grid的宽度;            rectTransform = GetComponent<RectTransform>();            gridLayoutGroup = GetComponent<GridLayoutGroup>();            gridLayoutGroup.enabled = false;            contentSizeFitter = GetComponent<ContentSizeFitter>();            contentSizeFitter.enabled = false;            gridLayoutPos = rectTransform.anchoredPosition;            gridLayoutSize = rectTransform.sizeDelta;                        //注册ScrollRect滚动回调;            scrollRect = transform.parent.GetComponent<ScrollRect>();            scrollRect.onValueChanged.AddListener((data) => { ScrollCallback(data); });            //获取所有child anchoredPosition 以及 SiblingIndex;            for (int index = 0; index < transform.childCount; index++)            {                Transform child=transform.GetChild(index);                RectTransform childRectTrans= child.GetComponent<RectTransform>();                childsAnchoredPosition.Add(child, childRectTrans.anchoredPosition);                childsSiblingIndex.Add(child, child.GetSiblingIndex());            }        }        else        {            rectTransform.anchoredPosition = gridLayoutPos;            rectTransform.sizeDelta = gridLayoutSize;            children.Clear();            realIndex = -1;            realIndexUp = -1;            //children重新设置上下顺序;            foreach (var info in childsSiblingIndex)            {                info.Key.SetSiblingIndex(info.Value);            }            //children重新设置anchoredPosition;            for (int index = 0; index < transform.childCount; index++)            {                Transform child = transform.GetChild(index);                                RectTransform childRectTrans = child.GetComponent<RectTransform>();                if (childsAnchoredPosition.ContainsKey(child))                {                    childRectTrans.anchoredPosition = childsAnchoredPosition[child];                }                else                {                    Debug.LogError("childsAnchoredPosition no contain "+child.name);                }            }        }        //获取所有child;        for (int index = 0; index < transform.childCount; index++)        {            Transform trans = transform.GetChild(index);            trans.gameObject.SetActive(true);            children.Add(transform.GetChild(index).GetComponent<RectTransform>());            //初始化前面几个;            UpdateChildrenCallback(children.Count - 1, transform.GetChild(index));        }        startPosition = rectTransform.anchoredPosition;        realIndex = children.Count - 1;        //Debug.Log( scrollRect.transform.TransformPoint(Vector3.zero));       // Debug.Log(transform.TransformPoint(children[0].localPosition));        hasInit = true;        //如果需要显示的个数小于设定的个数;        for (int index = 0; index < minAmount; index++)        {            children[index].gameObject.SetActive(index < amount);        }        if (gridLayoutGroup.constraint == GridLayoutGroup.Constraint.FixedColumnCount)        {            //如果小了一行,则需要把GridLayout的高度减去一行的高度;            int row = (minAmount - amount) / gridLayoutGroup.constraintCount;            if (row > 0)            {                rectTransform.sizeDelta -= new Vector2(0, (gridLayoutGroup.cellSize.y + gridLayoutGroup.spacing.y) * row);            }        }        else        {            //如果小了一列,则需要把GridLayout的宽度减去一列的宽度;            int column = (minAmount - amount) / gridLayoutGroup.constraintCount;            if (column > 0)            {                rectTransform.sizeDelta -= new Vector2((gridLayoutGroup.cellSize.x + gridLayoutGroup.spacing.x) * column, 0);            }        }    }  // Update is called once per frame void Update ()     {  }    void ScrollCallback(Vector2 data)    {        UpdateChildren();    }    void UpdateChildren()    {        if (transform.childCount < minAmount)        {            return;        }        Vector2 currentPos = rectTransform.anchoredPosition;        if (gridLayoutGroup.constraint == GridLayoutGroup.Constraint.FixedColumnCount)        {            float offsetY = currentPos.y - startPosition.y;            if (offsetY > 0)            {                //向上拉,向下扩展;                {                    if (realIndex >= amount - 1)                    {                        startPosition = currentPos;                        return;                    }                    float scrollRectUp = scrollRect.transform.TransformPoint(Vector3.zero).y;                    Vector3 childBottomLeft = new Vector3(children[0].anchoredPosition.x, children[0].anchoredPosition.y - gridLayoutGroup.cellSize.y, 0f);                    float childBottom = transform.TransformPoint(childBottomLeft).y;                    if (childBottom >= scrollRectUp)                    {                        //Debug.Log("childBottom >= scrollRectUp");                        //移动到底部;                        for (int index = 0; index < gridLayoutGroup.constraintCount; index++)                        {                            children[index].SetAsLastSibling();                            children[index].anchoredPosition = new Vector2(children[index].anchoredPosition.x, children[children.Count - 1].anchoredPosition.y - gridLayoutGroup.cellSize.y - gridLayoutGroup.spacing.y);                            realIndex++;                            if (realIndex > amount - 1)                            {                                children[index].gameObject.SetActive(false);                            }                            else                            {                                UpdateChildrenCallback(realIndex, children[index]);                            }                        }                        //GridLayoutGroup 底部加长;                        rectTransform.sizeDelta += new Vector2(0, gridLayoutGroup.cellSize.y + gridLayoutGroup.spacing.y);                        //更新child;                        for (int index = 0; index < children.Count; index++)                        {                            children[index] = transform.GetChild(index).GetComponent<RectTransform>();                        }                    }                }            }            else            {                //Debug.Log("Drag Down");                //向下拉,下面收缩;                if (realIndex + 1 <= children.Count)                {                    startPosition = currentPos;                    return;                }                RectTransform scrollRectTransform = scrollRect.GetComponent<RectTransform>();                Vector3 scrollRectAnchorBottom = new Vector3(0, -scrollRectTransform.rect.height - gridLayoutGroup.spacing.y, 0f);                float scrollRectBottom = scrollRect.transform.TransformPoint(scrollRectAnchorBottom).y;                Vector3 childUpLeft = new Vector3(children[children.Count - 1].anchoredPosition.x, children[children.Count - 1].anchoredPosition.y, 0f);                float childUp = transform.TransformPoint(childUpLeft).y;                if (childUp < scrollRectBottom)                {                    //Debug.Log("childUp < scrollRectBottom");                    //把底部的一行 移动到顶部                    for (int index = 0; index < gridLayoutGroup.constraintCount; index++)                    {                        children[children.Count - 1 - index].SetAsFirstSibling();                        children[children.Count - 1 - index].anchoredPosition = new Vector2(children[children.Count - 1 - index].anchoredPosition.x, children[0].anchoredPosition.y + gridLayoutGroup.cellSize.y + gridLayoutGroup.spacing.y);                        children[children.Count - 1 - index].gameObject.SetActive(true);                        UpdateChildrenCallback(realIndex - children.Count - index, children[children.Count - 1 - index]);                    }                    realIndex -= gridLayoutGroup.constraintCount;                    //GridLayoutGroup 底部缩短;                    rectTransform.sizeDelta -= new Vector2(0, gridLayoutGroup.cellSize.y + gridLayoutGroup.spacing.y);                    //更新child;                    for (int index = 0; index < children.Count; index++)                    {                        children[index] = transform.GetChild(index).GetComponent<RectTransform>();                    }                }            }        }        else        {            float offsetX = currentPos.x - startPosition.x;            if (offsetX < 0)            {                //向左拉,向右扩展;                {                    if (realIndex >= amount - 1)                    {                        startPosition = currentPos;                        return;                    }                    float scrollRectLeft = scrollRect.transform.TransformPoint(Vector3.zero).x;                    Vector3 childBottomRight = new Vector3(children[0].anchoredPosition.x+ gridLayoutGroup.cellSize.x, children[0].anchoredPosition.y, 0f);                    float childRight = transform.TransformPoint(childBottomRight).x;                   // Debug.LogError("childRight=" + childRight);                    if (childRight <= scrollRectLeft)                    {                        //Debug.Log("childRight <= scrollRectLeft");                        //移动到右边;                        for (int index = 0; index < gridLayoutGroup.constraintCount; index++)                        {                            children[index].SetAsLastSibling();                            children[index].anchoredPosition = new Vector2(children[children.Count - 1].anchoredPosition.x + gridLayoutGroup.cellSize.x + gridLayoutGroup.spacing.x, children[index].anchoredPosition.y);                            realIndex++;                            if (realIndex > amount - 1)                            {                                children[index].gameObject.SetActive(false);                            }                            else                            {                                UpdateChildrenCallback(realIndex, children[index]);                            }                        }                        //GridLayoutGroup 右侧加长;                        rectTransform.sizeDelta += new Vector2(gridLayoutGroup.cellSize.x + gridLayoutGroup.spacing.x,0);                        //更新child;                        for (int index = 0; index < children.Count; index++)                        {                            children[index] = transform.GetChild(index).GetComponent<RectTransform>();                        }                    }                }            }            else            {                //Debug.Log("Drag Down");                //向右拉,右边收缩;                if (realIndex + 1 <= children.Count)                {                    startPosition = currentPos;                    return;                }                RectTransform scrollRectTransform = scrollRect.GetComponent<RectTransform>();                Vector3 scrollRectAnchorRight = new Vector3(scrollRectTransform.rect.width + gridLayoutGroup.spacing.x, 0, 0f);                float scrollRectRight = scrollRect.transform.TransformPoint(scrollRectAnchorRight).x;                Vector3 childUpLeft = new Vector3(children[children.Count - 1].anchoredPosition.x, children[children.Count - 1].anchoredPosition.y, 0f);                float childLeft = transform.TransformPoint(childUpLeft).x;                if (childLeft >= scrollRectRight)                {                    //Debug.LogError("childLeft > scrollRectRight");                    //把右边的一行 移动到左边;                    for (int index = 0; index < gridLayoutGroup.constraintCount; index++)                    {                        children[children.Count - 1 - index].SetAsFirstSibling();                        children[children.Count - 1 - index].anchoredPosition = new Vector2(children[0].anchoredPosition.x - gridLayoutGroup.cellSize.x - gridLayoutGroup.spacing.x,children[children.Count - 1 - index].anchoredPosition.y);                        children[children.Count - 1 - index].gameObject.SetActive(true);                        UpdateChildrenCallback(realIndex - children.Count - index, children[children.Count - 1 - index]);                    }                                        //GridLayoutGroup 右侧缩短;                    rectTransform.sizeDelta -= new Vector2(gridLayoutGroup.cellSize.x + gridLayoutGroup.spacing.x, 0);                    //更新child;                    for (int index = 0; index < children.Count; index++)                    {                        children[index] = transform.GetChild(index).GetComponent<RectTransform>();                    }                    realIndex -= gridLayoutGroup.constraintCount;                }            }        }        startPosition = currentPos;    }    void UpdateChildrenCallback(int index,Transform trans)    {        if (updateChildrenCallback != null)        {            updateChildrenCallback(index, trans);        }    }    /// <summary>    /// 设置总的个数;    /// </summary>    /// <param name="count"></param>    public void SetAmount(int count)    {        amount = count;        StartCoroutine(InitChildren());    }}

使用方法:

和GridLayoutGroup 同时使用,设置固定显示的子物体。

UGUI 实现无限滚动


使用效果

UGUI 实现无限滚动

转自http://blog.csdn.net/huutu http://www.thisisgame.com.cn


工程下载

https://github.com/ThisisGame/InfinityGridLayoutGroup


           

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