256 lines
10 KiB
C#
256 lines
10 KiB
C#
using UnityEngine;
|
||
using UnityEngine.UI;
|
||
using UnityEngine.EventSystems;
|
||
using System.Collections;
|
||
using System.Collections.Generic;
|
||
using DG.Tweening;
|
||
using Sirenix.OdinInspector;
|
||
|
||
namespace Ichni.Menu.UI
|
||
{
|
||
// 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
|
||
public class SongListControllerUI : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
|
||
{
|
||
[Title("核心组件")]
|
||
[SerializeField] private RectTransform content;
|
||
[SerializeField] private RectTransform viewport;
|
||
|
||
[Title("预制体")]
|
||
[SerializeField]
|
||
private GameObject songItemPrefab;
|
||
[Title("【临时】测试用标题列表")]
|
||
[SerializeField]
|
||
private List<string> songTitles;
|
||
|
||
[Title("对齐与动画")]
|
||
[SerializeField] private RectTransform centerPoint;
|
||
[SerializeField] private float snapSpeed = 5f;
|
||
[SerializeField] private float decelerationRate = 0.135f;
|
||
|
||
[Title("平滑度优化")]
|
||
[SerializeField] [Range(1f, 20f)]
|
||
private float dragSmoothing = 16f; // 拖拽平滑度的阻尼值,可在Inspector中调节
|
||
[SerializeField][Range(1f, 20f)]
|
||
private float releaseSmoothing = 4f; // 松手后平滑度的阻尼值,可在Inspector中调节
|
||
|
||
[Title("甩动判定")]
|
||
[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")]
|
||
[SerializeField] private float flickThreshold = 50f;
|
||
|
||
public SongSelectionTabUI selectedTab;
|
||
|
||
// 内部变量
|
||
private List<RectTransform> songItems = new List<RectTransform>();
|
||
private Vector2 velocity;
|
||
private bool isDragging = false;
|
||
public float topBound;
|
||
public float bottomBound = 0f;
|
||
private Vector2 targetPosition; // 【新增】内容的目标位置
|
||
private float targetX = 1500f;
|
||
|
||
void Start()
|
||
{
|
||
InitializeList();
|
||
targetPosition = content.anchoredPosition; // 初始化目标位置
|
||
targetX = -1500f;
|
||
}
|
||
|
||
// 使用LateUpdate来处理所有位置更新,防止抖动
|
||
void LateUpdate()
|
||
{
|
||
// 如果不在拖拽,则处理惯性
|
||
// 注意:我们只在 isDragging 为 false 时处理惯性,
|
||
// OnEndDrag中已经对速度进行了判断,所以这里的逻辑依然适用
|
||
if (!isDragging && Mathf.Abs(velocity.y) > 0.1f)
|
||
{
|
||
// 将速度施加于目标位置
|
||
targetPosition.y += velocity.y * Time.deltaTime;
|
||
// 速度衰减
|
||
velocity *= (1 - decelerationRate);
|
||
|
||
// 当速度足够小时,停止惯性并触发吸附
|
||
if (Mathf.Abs(velocity.y) <= 0.1f)
|
||
{
|
||
velocity = Vector2.zero;
|
||
StartCoroutine(SnapToClosest());
|
||
}
|
||
}
|
||
|
||
// 无论何时,都将Content的实际位置平滑地Lerp到目标位置
|
||
float damping = isDragging ? dragSmoothing : releaseSmoothing;
|
||
Vector2 finalPosition = Vector2.Lerp(content.anchoredPosition, targetPosition, Time.deltaTime * damping);
|
||
finalPosition.x = targetX;
|
||
content.anchoredPosition = finalPosition;
|
||
// 每次更新后都施加边界限制
|
||
ClampContentPosition();
|
||
}
|
||
|
||
void InitializeList()
|
||
{
|
||
// ... (这部分代码无需改动)
|
||
foreach (Transform child in content)
|
||
{
|
||
Destroy(child.gameObject);
|
||
}
|
||
songItems.Clear();
|
||
|
||
if (songItemPrefab != null)
|
||
{
|
||
GenerateSongTabs();
|
||
}
|
||
|
||
Canvas.ForceUpdateCanvases();
|
||
topBound = -songItems[^1].anchoredPosition.y;
|
||
bottomBound = -songItems[0].anchoredPosition.y;
|
||
if (songItems.Count > 0)
|
||
{
|
||
StartCoroutine(SnapToItem(songItems[0], true));
|
||
}
|
||
}
|
||
|
||
public void GenerateSongTabs()
|
||
{
|
||
string chapter = ChapterSelectionManager.instance.currentChapter;
|
||
ChapterSelectionUnit chapterUnit = ChapterSelectionManager.instance.chapters.Find(c => c.chapterIndex == chapter);
|
||
foreach (SongItemData song in chapterUnit.songs)
|
||
{
|
||
SongSelectionTabUI tab = Instantiate(songItemPrefab ,content).GetComponent<SongSelectionTabUI>();
|
||
songItems.Add(tab.GetComponent<RectTransform>());
|
||
tab.SetUpTab(song);
|
||
}
|
||
}
|
||
|
||
public void OnBeginDrag(PointerEventData eventData)
|
||
{
|
||
isDragging = true;
|
||
velocity = Vector2.zero;
|
||
StopAllCoroutines();
|
||
// 开始拖拽时,将目标位置与当前位置同步
|
||
targetPosition = content.anchoredPosition;
|
||
|
||
selectedTab?.SetSelection(false);
|
||
selectedTab = null; // 清除当前选中的Tab
|
||
|
||
DOTween.To(x=>targetX = x, targetX, -1600f, 0.2f).SetEase(Ease.OutQuad).Play();
|
||
songItems.ForEach(item => item.DOScale(1.2f,0.2f).SetEase(Ease.OutQuad).Play());
|
||
}
|
||
|
||
public void OnDrag(PointerEventData eventData)
|
||
{
|
||
// 拖拽时,只更新目标位置,而不是直接移动Content
|
||
targetPosition += new Vector2(0, eventData.delta.y);
|
||
|
||
// 【核心修正 #1】计算速度时,只使用Y轴分量
|
||
velocity = new Vector2(0, eventData.delta.y / Time.deltaTime);
|
||
}
|
||
|
||
public void OnEndDrag(PointerEventData eventData)
|
||
{
|
||
isDragging = false;
|
||
DOTween.To(x => targetX = x, targetX, -1500f, 0.2f).SetEase(Ease.OutQuad).Play();
|
||
songItems.ForEach(item => item.DOScale(1,0.2f).SetEase(Ease.OutQuad).Play());
|
||
|
||
// 【核心修正】在这里根据速度决定下一步做什么
|
||
if (Mathf.Abs(velocity.y) > flickThreshold)
|
||
{
|
||
// 速度足够大,是“甩动”,让 LateUpdate 中的惯性逻辑接管
|
||
// 我们什么都不用做,LateUpdate会自动处理
|
||
}
|
||
else
|
||
{
|
||
// 速度很小,是“慢速拖拽”,立即开始吸附
|
||
velocity = Vector2.zero; // 清除残余速度
|
||
StartCoroutine(SnapToClosest());
|
||
}
|
||
}
|
||
|
||
private void ClampContentPosition()
|
||
{
|
||
// 【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
|
||
targetPosition.y = Mathf.Clamp(targetPosition.y, bottomBound, topBound);
|
||
}
|
||
|
||
// 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
|
||
private IEnumerator SnapToClosest()
|
||
{
|
||
// ... (寻找最近项的逻辑不变) ...
|
||
yield return new WaitForEndOfFrame();
|
||
float minDistance = float.MaxValue;
|
||
RectTransform closestItem = null;
|
||
foreach (RectTransform item in songItems)
|
||
{
|
||
float distance = Mathf.Abs(item.position.y - centerPoint.position.y);
|
||
if (distance < minDistance)
|
||
{
|
||
minDistance = distance;
|
||
closestItem = item;
|
||
}
|
||
}
|
||
|
||
if (closestItem != null)
|
||
{
|
||
yield return SnapToItem(closestItem, false);
|
||
}
|
||
}
|
||
|
||
public IEnumerator SnapToTab(SongSelectionTabUI tab)
|
||
{
|
||
selectedTab?.SetSelection(false);
|
||
selectedTab = null; // 清除当前选中的Tab
|
||
|
||
DOTween.To(x=>targetX = x, targetX, -1600f, 0.2f).SetEase(Ease.OutQuad).Play();
|
||
songItems.ForEach(item => item.DOScale(1.2f,0.2f).SetEase(Ease.OutQuad).Play());
|
||
|
||
yield return new WaitForSeconds(0.2f);
|
||
|
||
DOTween.To(x => targetX = x, targetX, -1500f, 0.2f).SetEase(Ease.OutQuad).Play();
|
||
songItems.ForEach(item => item.DOScale(1,0.2f).SetEase(Ease.OutQuad).Play());
|
||
|
||
yield return StartCoroutine(SnapToItem(tab.GetComponent<RectTransform>(), false));
|
||
}
|
||
|
||
private IEnumerator SnapToItem(RectTransform targetItem, bool immediate)
|
||
{
|
||
if (!immediate)
|
||
{
|
||
yield return new WaitForEndOfFrame();
|
||
}
|
||
|
||
Debug.Log("开始对齐到: " + targetItem.name);
|
||
|
||
Vector3 closestItemLocalPos = viewport.InverseTransformPoint(targetItem.position);
|
||
Vector3 centerPointLocalPos = viewport.InverseTransformPoint(centerPoint.position);
|
||
float localOffsetY = centerPointLocalPos.y - closestItemLocalPos.y;
|
||
|
||
// 【核心修正 #3】吸附动画现在也是通过更新targetPosition来实现
|
||
Vector2 finalTargetPosition = content.anchoredPosition + new Vector2(0, localOffsetY);
|
||
finalTargetPosition.y = Mathf.Clamp(finalTargetPosition.y, bottomBound, topBound);
|
||
|
||
if (immediate)
|
||
{
|
||
// 立即模式:直接设置Content和Target
|
||
targetPosition = finalTargetPosition;
|
||
content.anchoredPosition = finalTargetPosition;
|
||
}
|
||
else
|
||
{
|
||
// 动画模式:只更新Target,让LateUpdate中的Lerp来完成动画
|
||
targetPosition = finalTargetPosition;
|
||
|
||
// 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
|
||
velocity = Vector2.zero;
|
||
while (Mathf.Abs(content.anchoredPosition.y - targetPosition.y) > 1f)
|
||
{
|
||
content.anchoredPosition = Vector2.Lerp(content.anchoredPosition, targetPosition, Time.deltaTime * snapSpeed);
|
||
yield return null;
|
||
}
|
||
|
||
content.anchoredPosition = targetPosition;
|
||
}
|
||
|
||
Debug.Log($"已对齐到: {targetItem.name}");
|
||
selectedTab = targetItem.GetComponent<SongSelectionTabUI>();
|
||
selectedTab.SetSelection(true);
|
||
}
|
||
}
|
||
} |