237 lines
9.3 KiB
C#
237 lines
9.3 KiB
C#
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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using System.Collections;
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using System.Collections.Generic;
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using DG.Tweening;
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using Sirenix.OdinInspector;
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namespace Ichni.Menu.UI
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{
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// 一个完全自定义的列表控制器,实现了拖拽、惯性、边界和吸附
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public class SongListControllerUI : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
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{
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[Title("核心组件")]
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[SerializeField] private RectTransform content;
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[SerializeField] private RectTransform viewport;
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[Title("预制体")]
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[SerializeField]
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private GameObject songItemPrefab;
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[Title("【临时】测试用标题列表")]
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[SerializeField]
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private List<string> songTitles;
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[Title("对齐与动画")]
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[SerializeField] private RectTransform centerPoint;
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[SerializeField] private float snapSpeed = 5f;
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[SerializeField] private float decelerationRate = 0.135f;
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[Title("平滑度优化")]
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[SerializeField] [Range(1f, 20f)]
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private float dragSmoothing = 16f; // 拖拽平滑度的阻尼值,可在Inspector中调节
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[SerializeField][Range(1f, 20f)]
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private float releaseSmoothing = 4f; // 松手后平滑度的阻尼值,可在Inspector中调节
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[Title("甩动判定")]
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[Tooltip("当松手时的速度大于此值,才会被判定为一次“甩动”并产生惯性")]
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[SerializeField] private float flickThreshold = 50f;
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public SongSelectionTabUI selectedTab;
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// 内部变量
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private List<RectTransform> songItems = new List<RectTransform>();
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private Vector2 velocity;
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private bool isDragging = false;
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public float topBound;
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public float bottomBound = 0f;
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private Vector2 targetPosition; // 【新增】内容的目标位置
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private float targetX = 1500f;
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void Start()
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{
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InitializeList();
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targetPosition = content.anchoredPosition; // 初始化目标位置
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targetX = -1500f;
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}
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// 使用LateUpdate来处理所有位置更新,防止抖动
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void LateUpdate()
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{
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// 如果不在拖拽,则处理惯性
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// 注意:我们只在 isDragging 为 false 时处理惯性,
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// OnEndDrag中已经对速度进行了判断,所以这里的逻辑依然适用
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if (!isDragging && Mathf.Abs(velocity.y) > 0.1f)
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{
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// 将速度施加于目标位置
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targetPosition.y += velocity.y * Time.deltaTime;
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// 速度衰减
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velocity *= (1 - decelerationRate);
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// 当速度足够小时,停止惯性并触发吸附
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if (Mathf.Abs(velocity.y) <= 0.1f)
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{
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velocity = Vector2.zero;
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StartCoroutine(SnapToClosest());
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}
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}
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// 无论何时,都将Content的实际位置平滑地Lerp到目标位置
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float damping = isDragging ? dragSmoothing : releaseSmoothing;
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Vector2 finalPosition = Vector2.Lerp(content.anchoredPosition, targetPosition, Time.deltaTime * damping);
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finalPosition.x = targetX;
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content.anchoredPosition = finalPosition;
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// 每次更新后都施加边界限制
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ClampContentPosition();
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}
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void InitializeList()
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{
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// ... (这部分代码无需改动)
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foreach (Transform child in content)
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{
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Destroy(child.gameObject);
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}
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songItems.Clear();
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if (songItemPrefab != null)
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{
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for (int i = 0; i < songTitles.Count; i++)
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{
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GameObject itemGO = Instantiate(songItemPrefab, content);
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itemGO.name = $"Song_{i}_{songTitles[i]}";
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Text itemText = itemGO.GetComponentInChildren<Text>();
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if (itemText != null) itemText.text = songTitles[i];
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songItems.Add(itemGO.GetComponent<RectTransform>());
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}
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}
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Canvas.ForceUpdateCanvases();
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topBound = -songItems[^1].anchoredPosition.y;
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bottomBound = -songItems[0].anchoredPosition.y;
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if (songItems.Count > 0)
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{
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StartCoroutine(SnapToItem(songItems[0], true));
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}
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}
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Tweener contentTween;
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public void OnBeginDrag(PointerEventData eventData)
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{
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isDragging = true;
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velocity = Vector2.zero;
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StopAllCoroutines();
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// 开始拖拽时,将目标位置与当前位置同步
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targetPosition = content.anchoredPosition;
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selectedTab?.SetSelection(false);
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selectedTab = null; // 清除当前选中的Tab
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DOTween.To(x=>targetX = x, targetX, -1600f, 0.2f).SetEase(Ease.OutQuad).Play();
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songItems.ForEach(item => item.DOScale(1.2f,0.2f).SetEase(Ease.OutQuad).Play());
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}
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public void OnDrag(PointerEventData eventData)
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{
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// 拖拽时,只更新目标位置,而不是直接移动Content
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targetPosition += new Vector2(0, eventData.delta.y);
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// 【核心修正 #1】计算速度时,只使用Y轴分量
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velocity = new Vector2(0, eventData.delta.y / Time.deltaTime);
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}
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public void OnEndDrag(PointerEventData eventData)
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{
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isDragging = false;
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DOTween.To(x => targetX = x, targetX, -1500f, 0.2f).SetEase(Ease.OutQuad).Play();
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songItems.ForEach(item => item.DOScale(1,0.2f).SetEase(Ease.OutQuad).Play());
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// 【核心修正】在这里根据速度决定下一步做什么
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if (Mathf.Abs(velocity.y) > flickThreshold)
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{
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// 速度足够大,是“甩动”,让 LateUpdate 中的惯性逻辑接管
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// 我们什么都不用做,LateUpdate会自动处理
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}
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else
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{
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// 速度很小,是“慢速拖拽”,立即开始吸附
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velocity = Vector2.zero; // 清除残余速度
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StartCoroutine(SnapToClosest());
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}
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}
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private void ClampContentPosition()
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{
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// 【核心修正 #2】现在我们限制的是目标位置,让Lerp去处理实际位置
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targetPosition.y = Mathf.Clamp(targetPosition.y, bottomBound, topBound);
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}
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// SnapToClosest 和 SnapToItem 这两个协程也需要微调,以确保它们能正确地与新的平滑系统协作
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private IEnumerator SnapToClosest()
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{
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// ... (寻找最近项的逻辑不变) ...
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yield return new WaitForEndOfFrame();
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float minDistance = float.MaxValue;
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RectTransform closestItem = null;
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foreach (RectTransform item in songItems)
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{
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float distance = Mathf.Abs(item.position.y - centerPoint.position.y);
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if (distance < minDistance)
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{
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minDistance = distance;
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closestItem = item;
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}
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}
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if (closestItem != null)
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{
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yield return SnapToItem(closestItem, false);
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}
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}
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private IEnumerator SnapToItem(RectTransform targetItem, bool immediate)
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{
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if (!immediate)
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{
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yield return new WaitForEndOfFrame();
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}
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Debug.Log("开始对齐到: " + targetItem.name);
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Vector3 closestItemLocalPos = viewport.InverseTransformPoint(targetItem.position);
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Vector3 centerPointLocalPos = viewport.InverseTransformPoint(centerPoint.position);
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float localOffsetY = centerPointLocalPos.y - closestItemLocalPos.y;
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// 【核心修正 #3】吸附动画现在也是通过更新targetPosition来实现
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Vector2 finalTargetPosition = content.anchoredPosition + new Vector2(0, localOffsetY);
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finalTargetPosition.y = Mathf.Clamp(finalTargetPosition.y, bottomBound, topBound);
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if (immediate)
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{
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// 立即模式:直接设置Content和Target
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targetPosition = finalTargetPosition;
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content.anchoredPosition = finalTargetPosition;
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}
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else
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{
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// 动画模式:只更新Target,让LateUpdate中的Lerp来完成动画
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targetPosition = finalTargetPosition;
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// 我们也可以在这里保留一个独立的Lerp循环,以使用不同的snapSpeed
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velocity = Vector2.zero;
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while (Mathf.Abs(content.anchoredPosition.y - targetPosition.y) > 1f)
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{
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content.anchoredPosition = Vector2.Lerp(content.anchoredPosition, targetPosition, Time.deltaTime * snapSpeed);
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yield return null;
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}
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content.anchoredPosition = targetPosition;
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}
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Debug.Log($"已对齐到: {targetItem.name}");
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selectedTab = targetItem.GetComponent<SongSelectionTabUI>();
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selectedTab.SetSelection(true);
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}
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}
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}
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