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SnapCharMgr.cs
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SnapCharMgr.cs
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using UnityEngine;
using System.Collections;
public class SnapCharMgr : MonoBehaviour {
// 公有变量, 接收Unity内GameObject拖入
public RectTransform choosePanel; //将ChoosePanel拖入
public RectTransform[] elements; //将Content中的若干个元素拖入
public RectTransform center; //在ChoosePanel内新建一个EmptyObject,以centerToCompare命名,并将此拖入
// 私有变量
private int distanceBetweenEles; //相邻两个元素的距离,在Start方法计算
private float[] distanceToCenter; //每个元素距离center的距离,在Update方法计算
private int minEleNum; //在所有元素中,距离center最近的元素索引
private bool dragging = false; //Element是否在被拖拽;
// Use this for initialization
void Start () {
int eleLength = elements.Length;
distanceToCenter = new float[eleLength];
//Get distance between elements
distanceBetweenEles = (int)Mathf.Abs (elements [1].anchoredPosition.x - elements [0].anchoredPosition.x);
}
// Update is called once per frame
void Update () {
for(int i = 0; i < elements.Length; i++)
{
distanceToCenter[i] = Mathf.Abs(center.transform.position.x - elements[i].transform.position.x);//计算每个元素距离center的距离
}
float minDist = Mathf.Min (distanceToCenter);
for (int i = 0; i < elements.Length; i++) {
if(minDist == distanceToCenter[i])
{
minEleNum = i; //找到最小距离的元素索引
}
}
if (!dragging) { //如果目前没有滑动
LerpEleToCenter(minEleNum * -distanceBetweenEles); //LerpEleToCenter作用是自然地滑到目标距离
}
}
void LerpEleToCenter(int position)
{
float newX = Mathf.Lerp (choosePanel.anchoredPosition.x, position, Time.deltaTime *20f); //使用Mathf.Lerp函数让数据的顺滑地变化
Vector2 newPosition = new Vector2 (newX, choosePanel.anchoredPosition.y);//目标距离
choosePanel.anchoredPosition = newPosition;
}
public void StartDrag()
{
dragging = true;
}
public void EndDrap()
{
dragging = false;
}
}