我使用 Unity 5.1 为手机游戏构建了一个注册表单。为此,我使用Unity UI组件:ScrollRect + Autolayout(垂直布局)+ Text(标签)+ Input Field。这部分工作正常。
但是,当键盘打开时,所选字段在键盘下方。有没有办法以编程方式滚动表单以显示所选字段?
我已经尝试使用ScrollRect.verticalNormalizedPosition
并且滚动一些效果很好,但是我无法使选定的字段出现在我想要的位置。
谢谢你的帮助 !
我使用 Unity 5.1 为手机游戏构建了一个注册表单。为此,我使用Unity UI组件:ScrollRect + Autolayout(垂直布局)+ Text(标签)+ Input Field。这部分工作正常。
但是,当键盘打开时,所选字段在键盘下方。有没有办法以编程方式滚动表单以显示所选字段?
我已经尝试使用ScrollRect.verticalNormalizedPosition
并且滚动一些效果很好,但是我无法使选定的字段出现在我想要的位置。
谢谢你的帮助 !
我将给你一个我的代码片段,因为我觉得很有帮助。希望这可以帮助!
protected ScrollRect scrollRect;
protected RectTransform contentPanel;
public void SnapTo(RectTransform target)
{
Canvas.ForceUpdateCanvases();
contentPanel.anchoredPosition =
(Vector2)scrollRect.transform.InverseTransformPoint(contentPanel.position)
- (Vector2)scrollRect.transform.InverseTransformPoint(target.position);
}
没有任何建议对我有用,以下代码确实
这是扩展名
using UnityEngine;
using UnityEngine.UI;
namespace BlinkTalk
{
public static class ScrollRectExtensions
{
public static Vector2 GetSnapToPositionToBringChildIntoView(this ScrollRect instance, RectTransform child)
{
Canvas.ForceUpdateCanvases();
Vector2 viewportLocalPosition = instance.viewport.localPosition;
Vector2 childLocalPosition = child.localPosition;
Vector2 result = new Vector2(
0 - (viewportLocalPosition.x + childLocalPosition.x),
0 - (viewportLocalPosition.y + childLocalPosition.y)
);
return result;
}
}
}
这就是我如何使用它来将内容的直接子项滚动到视图中
private void Update()
{
MyScrollRect.content.localPosition = MyScrollRect.GetSnapToPositionToBringChildIntoView(someChild);
}
尽管@maksymiuk 的答案是最正确的答案,因为由于 InverseTransformPoint() 函数,它正确地考虑了锚点、枢轴和所有其他因素,但它对我来说仍然无法开箱即用 - 对于垂直滚动器,它是也改变它的 X 位置。所以我只是进行了更改以检查是否启用了垂直或水平滚动,如果没有则不更改它们的轴。
public static void SnapTo( this ScrollRect scroller, RectTransform child )
{
Canvas.ForceUpdateCanvases();
var contentPos = (Vector2)scroller.transform.InverseTransformPoint( scroller.content.position );
var childPos = (Vector2)scroller.transform.InverseTransformPoint( child.position );
var endPos = contentPos - childPos;
// If no horizontal scroll, then don't change contentPos.x
if( !scroller.horizontal ) endPos.x = contentPos.x;
// If no vertical scroll, then don't change contentPos.y
if( !scroller.vertical ) endPos.y = contentPos.y;
scroller.content.anchoredPosition = endPos;
}
这是我将选定对象夹入 ScrollRect 的方式
private ScrollRect scrollRect;
private RectTransform contentPanel;
public void ScrollReposition(RectTransform obj)
{
var objPosition = (Vector2)scrollRect.transform.InverseTransformPoint(obj.position);
var scrollHeight = scrollRect.GetComponent<RectTransform>().rect.height;
var objHeight = obj.rect.height;
if (objPosition.y > scrollHeight / 2)
{
contentPanel.localPosition = new Vector2(contentPanel.localPosition.x,
contentPanel.localPosition.y - objHeight - Padding.top);
}
if (objPosition.y < -scrollHeight / 2)
{
contentPanel.localPosition = new Vector2(contentPanel.localPosition.x,
contentPanel.localPosition.y + objHeight + Padding.bottom);
}
}
我这个问题的版本的前提条件:
element
我想滚动到的应该是完全可见的(间隙最小)element
的直接子级scrollRect
element
如果已经完全可见,则保持 scoll 位置这对我来说最有效(感谢其他灵感):
// ScrollRect scrollRect;
// RectTransform element;
// Fully show `element` inside `scrollRect` with at least 25px clearance
scrollArea.EnsureVisibility(element, 25);
使用此扩展方法:
public static void EnsureVisibility(this ScrollRect scrollRect, RectTransform child, float padding=0)
{
Debug.Assert(child.parent == scrollRect.content,
"EnsureVisibility assumes that 'child' is directly nested in the content of 'scrollRect'");
float viewportHeight = scrollRect.viewport.rect.height;
Vector2 scrollPosition = scrollRect.content.anchoredPosition;
float elementTop = child.anchoredPosition.y;
float elementBottom = elementTop - child.rect.height;
float visibleContentTop = -scrollPosition.y - padding;
float visibleContentBottom = -scrollPosition.y - viewportHeight + padding;
float scrollDelta =
elementTop > visibleContentTop ? visibleContentTop - elementTop :
elementBottom < visibleContentBottom ? visibleContentBottom - elementBottom :
0f;
scrollPosition.y += scrollDelta;
scrollRect.content.anchoredPosition = scrollPosition;
}
如果有人在寻找平滑滚动(使用 lerp)。
[SerializeField]
private ScrollRect _scrollRectComponent; //your scroll rect component
[SerializeField]
RectTransform _container; //content transform of the scrollrect
private IEnumerator LerpToChild(RectTransform target)
{
Vector2 _lerpTo = (Vector2)_scrollRectComponent.transform.InverseTransformPoint(_container.position) - (Vector2)_scrollRectComponent.transform.InverseTransformPoint(target.position);
bool _lerp = true;
Canvas.ForceUpdateCanvases();
while(_lerp)
{
float decelerate = Mathf.Min(10f * Time.deltaTime, 1f);
_container.anchoredPosition = Vector2.Lerp(_scrollRectComponent.transform.InverseTransformPoint(_container.position), _lerpTo, decelerate);
if (Vector2.SqrMagnitude((Vector2)_scrollRectComponent.transform.InverseTransformPoint(_container.position) - _lerpTo) < 0.25f)
{
_container.anchoredPosition = _lerpTo;
_lerp = false;
}
yield return null;
}
}
Peter Morris 的一个变体回答 ScrollRects 具有“弹性”的运动类型。令我困扰的是,滚动矩形一直在为边缘情况(第一个或最后几个元素)设置动画。希望它有用:
/// <summary>
/// Thanks to https://stackoverflow.com/a/50191835
/// </summary>
/// <param name="instance"></param>
/// <param name="child"></param>
/// <returns></returns>
public static IEnumerator BringChildIntoView(this UnityEngine.UI.ScrollRect instance, RectTransform child)
{
Canvas.ForceUpdateCanvases();
Vector2 viewportLocalPosition = instance.viewport.localPosition;
Vector2 childLocalPosition = child.localPosition;
Vector2 result = new Vector2(
0 - (viewportLocalPosition.x + childLocalPosition.x),
0 - (viewportLocalPosition.y + childLocalPosition.y)
);
instance.content.localPosition = result;
yield return new WaitForUpdate();
instance.horizontalNormalizedPosition = Mathf.Clamp(instance.horizontalNormalizedPosition, 0f, 1f);
instance.verticalNormalizedPosition = Mathf.Clamp(instance.verticalNormalizedPosition, 0f, 1f);
}
它虽然引入了一帧延迟。
更新:这是一个不引入帧延迟的版本,它还考虑了内容的缩放:
/// <summary>
/// Based on https://stackoverflow.com/a/50191835
/// </summary>
/// <param name="instance"></param>
/// <param name="child"></param>
/// <returns></returns>
public static void BringChildIntoView(this UnityEngine.UI.ScrollRect instance, RectTransform child)
{
instance.content.ForceUpdateRectTransforms();
instance.viewport.ForceUpdateRectTransforms();
// now takes scaling into account
Vector2 viewportLocalPosition = instance.viewport.localPosition;
Vector2 childLocalPosition = child.localPosition;
Vector2 newContentPosition = new Vector2(
0 - ((viewportLocalPosition.x * instance.viewport.localScale.x) + (childLocalPosition.x * instance.content.localScale.x)),
0 - ((viewportLocalPosition.y * instance.viewport.localScale.y) + (childLocalPosition.y * instance.content.localScale.y))
);
// clamp positions
instance.content.localPosition = newContentPosition;
Rect contentRectInViewport = TransformRectFromTo(instance.content.transform, instance.viewport);
float deltaXMin = contentRectInViewport.xMin - instance.viewport.rect.xMin;
if(deltaXMin > 0) // clamp to <= 0
{
newContentPosition.x -= deltaXMin;
}
float deltaXMax = contentRectInViewport.xMax - instance.viewport.rect.xMax;
if (deltaXMax < 0) // clamp to >= 0
{
newContentPosition.x -= deltaXMax;
}
float deltaYMin = contentRectInViewport.yMin - instance.viewport.rect.yMin;
if (deltaYMin > 0) // clamp to <= 0
{
newContentPosition.y -= deltaYMin;
}
float deltaYMax = contentRectInViewport.yMax - instance.viewport.rect.yMax;
if (deltaYMax < 0) // clamp to >= 0
{
newContentPosition.y -= deltaYMax;
}
// apply final position
instance.content.localPosition = newContentPosition;
instance.content.ForceUpdateRectTransforms();
}
/// <summary>
/// Converts a Rect from one RectTransfrom to another RectTransfrom.
/// Hint: use the root Canvas Transform as "to" to get the reference pixel positions.
/// </summary>
/// <param name="from"></param>
/// <param name="to"></param>
/// <returns></returns>
public static Rect TransformRectFromTo(Transform from, Transform to)
{
RectTransform fromRectTrans = from.GetComponent<RectTransform>();
RectTransform toRectTrans = to.GetComponent<RectTransform>();
if (fromRectTrans != null && toRectTrans != null)
{
Vector3[] fromWorldCorners = new Vector3[4];
Vector3[] toLocalCorners = new Vector3[4];
Matrix4x4 toLocal = to.worldToLocalMatrix;
fromRectTrans.GetWorldCorners(fromWorldCorners);
for (int i = 0; i < 4; i++)
{
toLocalCorners[i] = toLocal.MultiplyPoint3x4(fromWorldCorners[i]);
}
return new Rect(toLocalCorners[0].x, toLocalCorners[0].y, toLocalCorners[2].x - toLocalCorners[1].x, toLocalCorners[1].y - toLocalCorners[0].y);
}
return default(Rect);
}
是的,这可以使用编码垂直滚动,请尝试以下代码:
//Set Scrollbar Value - For Displaying last message of content
Canvas.ForceUpdateCanvases ();
verticleScrollbar.value = 0f;
Canvas.ForceUpdateCanvases ();
当我开发聊天功能时,这段代码对我来说很好。
垂直调整:
[SerializeField]
private ScrollRect _scrollRect;
private void ScrollToCurrentElement()
{
var siblingIndex = _currentListItem.transform.GetSiblingIndex();
float pos = 1f - (float)siblingIndex / _scrollRect.content.transform.childCount;
if (pos < 0.4)
{
float correction = 1f / _scrollRect.content.transform.childCount;
pos -= correction;
}
_scrollRect.verticalNormalizedPosition = pos;
}
简单且完美运行
var pos = 1 - ((content.rect.height / 2 - target.localPosition.y) / content.rect.height);
scrollRect.normalizedPosition = new Vector2(0, pos);
这是我为解决这个问题而创建的。将此行为放在可以通过控制器 UI 导航选择的每个按钮上。它支持完全嵌套的子对象。它只支持垂直滚动,但可以很容易地适应水平滚动。
using UnityEngine;
using System;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace Legend
{
public class ScrollToOnSelect: MonoBehaviour, ISelectHandler
{
ScrollRect scrollRect;
RectTransform target;
void Start()
{
scrollRect = GetComponentInParent<ScrollRect>();
target = (RectTransform)this.transform;
}
Vector3 LocalPositionWithinAncestor(Transform ancestor, Transform target)
{
var result = Vector3.zero;
while (ancestor != target && target != null)
{
result += target.localPosition;
target = target.parent;
}
return result;
}
public void EnsureScrollVisible()
{
Canvas.ForceUpdateCanvases();
var targetPosition = LocalPositionWithinAncestor(scrollRect.content, target);
var top = (-targetPosition.y) - target.rect.height / 2;
var bottom = (-targetPosition.y) + target.rect.height / 2;
var topMargin = 100; // this is here because there are headers over the buttons sometimes
var result = scrollRect.content.anchoredPosition;
if (result.y > top - topMargin)
result.y = top - topMargin;
if (result.y + scrollRect.viewport.rect.height < bottom)
result.y = bottom - scrollRect.viewport.rect.height;
//Debug.Log($"{targetPosition} {target.rect.size} {top} {bottom} {scrollRect.content.anchoredPosition}->{result}");
scrollRect.content.anchoredPosition = result;
}
public void OnSelect(BaseEventData eventData)
{
if (scrollRect != null)
EnsureScrollVisible();
}
}
}
width 表示滚动矩形中子元素的宽度(假设所有子元素宽度相同),间距表示子元素之间的间距,索引表示您要到达的目标元素
public float getSpecificItem (float pWidth, float pSpacing,int pIndex) {
return (pIndex * pWidth) - pWidth + ((pIndex - 1) * pSpacing);
}