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Unitas mutat editor partem agri ostensionem

2024-07-12

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Quoad differentias in enumeratione componentium delectu in Unitate, munus mutandi alia attributa proinde hodie scripta non sunt.

Primum librum MaskScroll componentem definiunt. Haec componentia scrollingum horizontalem et verticalem sustinet, tum munus scrolling accelerandi et recedendi.

  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public enum EMaskScrollStatus {
  5. NONE,
  6. /// <summary>
  7. /// 停止
  8. /// </summary>
  9. STOP,
  10. /// <summary>
  11. /// 加速滚动
  12. /// </summary>
  13. SCROLLING_ACCE,
  14. /// <summary>
  15. /// 减速滚动
  16. /// </summary>
  17. SCROLLING_DESC
  18. }
  19. public enum EMaskScrollDirection {
  20. /// <summary>
  21. /// 水平方向
  22. /// </summary>
  23. Horizontal,
  24. /// <summary>
  25. /// 竖直方向
  26. /// </summary>
  27. Vertical
  28. }
  29. public enum EMaskScrollUpDown {
  30. UP,
  31. DOWN
  32. }
  33. public enum EMaskScrollLeftRight {
  34. LEFT,
  35. RIGHT
  36. }
  37. public class MaskScroll : MonoBehaviour
  38. {
  39. [Header("滚动速度相关")]
  40. [Tooltip("加速到多大速度")]
  41. [SerializeField]
  42. private float acceSpeedMax = 10f;
  43. [Tooltip("减速到多小")]
  44. [SerializeField]
  45. private float descSpeedMin = 0f;
  46. [Space(5)]
  47. [Tooltip("滚动轴")]
  48. public EMaskScrollDirection scrollDir = EMaskScrollDirection.Vertical;
  49. [HideInInspector]
  50. public EMaskScrollUpDown scrollVertical = EMaskScrollUpDown.DOWN;
  51. [HideInInspector]
  52. public EMaskScrollLeftRight scrollHorizontal = EMaskScrollLeftRight.RIGHT;
  53. [SerializeField]
  54. [Tooltip("滚动缓冲区")]
  55. private float scrollBuffer = 30f;
  56. private EMaskScrollStatus scrollStatus = EMaskScrollStatus.NONE;
  57. private RectTransform contentsTransform = null;
  58. /// <summary>
  59. /// 滚动到哪一个元素
  60. /// </summary>
  61. private int targetScrollIndex = 0;
  62. public EMaskScrollStatus ScrollStatus {
  63. set {
  64. scrollStatus = value;
  65. }
  66. get {
  67. return scrollStatus;
  68. }
  69. }
  70. private void Awake() {
  71. contentsTransform = transform.Find("avatars") as RectTransform;
  72. }
  73. // Start is called before the first frame update
  74. void Start()
  75. {
  76. }
  77. public void StartScroll() {
  78. // 开始加速滚动
  79. scrollStatus = EMaskScrollStatus.SCROLLING_ACCE;
  80. targetScrollIndex = Random.Range(0,contentsTransform.childCount);
  81. }
  82. // Update is called once per frame
  83. void Update()
  84. {
  85. if(scrollStatus == EMaskScrollStatus.SCROLLING_ACCE || scrollStatus == EMaskScrollStatus.SCROLLING_DESC) {
  86. if(scrollStatus == EMaskScrollStatus.SCROLLING_ACCE) {
  87. } else {
  88. }
  89. }
  90. }
  91. }

Cum haec scripsi, volui dynamice monstrare posse directionem voluminis secundum axem librum quem delegi, sic ascendi cum sequenti responsione:

  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEditor;
  4. [CustomEditor(typeof(MaskScroll))]
  5. public class MaskScrollEditor : Editor
  6. {
  7. public override void OnInspectorGUI()
  8. {
  9. DrawDefaultInspector();
  10. MaskScroll maskScroll = (MaskScroll)target;
  11. if(maskScroll.scrollDir == EMaskScrollDirection.Horizontal) {
  12. maskScroll.scrollHorizontal = (EMaskScrollLeftRight)EditorGUILayout.EnumPopup("滚动方向",maskScroll.scrollHorizontal);
  13. } else if (maskScroll.scrollDir == EMaskScrollDirection.Vertical)
  14. {
  15. maskScroll.scrollVertical = (EMaskScrollUpDown)EditorGUILayout.EnumPopup("滚动方向", maskScroll.scrollVertical);
  16. }
  17. }
  18. }

Cave etiam ne base.OnInspectorGUI () in hoc codice aliter additamentum adiciatur

Ad editorem bis