概要
unity比较常见的优化之一是将scrollview的滑动改成无限滚动的形式,以减少性能跟内存的开销,下面不多说,直接附上实现的代码。
技术细节
public class ScrollViewManager : MonoBehaviour
{
public ScrollRect scrollRect;
public RectTransform content;
public GameObject itemPrefab;
public int itemsPerRow = 1;
public float verticalSpacing = 10f;
public float horizontalSpacing = 10f;
public float topPadding = 10f;
public float bottomPadding = 10f;
public float leftPadding = 10f;
private List<RectTransform> pooledItems = new List<RectTransform>();
private int totalItems;
private float itemHeight = 0;
private float itemWidth = 0;
private System.Func<int, GameObject, GameObject> dataProvider;
private int firstVisibleIndex;
private int maxVisibleItemCount;
private void Start()
{
scrollRect.onValueChanged.AddListener(OnScrollValueChanged);
}
public void InitializeList(int count, System.Func<int, GameObject, GameObject> provider)
{
if (itemWidth == 0)
{
RectTransform itemRect = itemPrefab.GetComponent<RectTransform>();
itemHeight = itemRect.rect.height;
itemWidth = itemRect.rect.width;
}
dataProvider = provider;
totalItems = count;
float totalHeight = CalculateContentHeight();
content.sizeDelta = new Vector2(content.sizeDelta.x, totalHeight);
int visibleItemCount = CalculateVisibleItemCount() + itemsPerRow;
if (pooledItems.Count < visibleItemCount)
{
int itemsToCreate = visibleItemCount - pooledItems.Count;
for (int i = 0; i < itemsToCreate; i++)
{
GameObject item = Instantiate(itemPrefab, content);
pooledItems.Add(item.GetComponent<RectTransform>());
}
}
else if (pooledItems.Count > visibleItemCount)
{
int itemsToRemove = pooledItems.Count - visibleItemCount;
for (int i = 0; i < itemsToRemove; i++)
{
Destroy(pooledItems[pooledItems.Count - 1].gameObject);
pooledItems.RemoveAt(pooledItems.Count - 1);
}
}
maxVisibleItemCount = visibleItemCount;
// 更新所有池化项目的位置和内容
for (int i = 0; i < pooledItems.Count; i++)
{
pooledItems[i].gameObject.SetActive(i < totalItems);
UpdateItemPosition(pooledItems[i], i);
UpdateItemContent(pooledItems[i].gameObject, i);
}
scrollRect.verticalNormalizedPosition = 1;
firstVisibleIndex = 0;
}
private float CalculateContentHeight()
{
int totalRows = Mathf.CeilToInt((float)totalItems / itemsPerRow);
float contentHeight = topPadding + bottomPadding + (totalRows * itemHeight) + ((totalRows - 1) * verticalSpacing);
float height = scrollRect.viewport != null ? scrollRect.viewport.rect.height : scrollRect.GetComponent<RectTransform>().rect.height;
return Mathf.Max(contentHeight, height);
}
private int CalculateVisibleItemCount()
{
float height = scrollRect.viewport != null ? scrollRect.viewport.rect.height : scrollRect.GetComponent<RectTransform>().rect.height;
return Mathf.CeilToInt(height / (itemHeight + verticalSpacing)) * itemsPerRow;
}
private void OnScrollValueChanged(Vector2 value)
{
UpdateVisibleItems();
}
private void UpdateVisibleItems()
{
if (totalItems == 0) return;
float viewportTop = Mathf.Max(0, content.anchoredPosition.y);
int newFirstVisibleIndex = Mathf.FloorToInt(viewportTop / (itemHeight + verticalSpacing)) * itemsPerRow;
newFirstVisibleIndex = Mathf.Clamp(newFirstVisibleIndex, 0, Mathf.Max(0, totalItems - pooledItems.Count));
if (newFirstVisibleIndex != firstVisibleIndex)
{
firstVisibleIndex = newFirstVisibleIndex;
for (int i = 0; i < pooledItems.Count; i++)
{
int dataIndex = firstVisibleIndex + i;
if (dataIndex < totalItems)
{
pooledItems[i].gameObject.SetActive(true);
UpdateItemPosition(pooledItems[i], dataIndex);
UpdateItemContent(pooledItems[i].gameObject, dataIndex);
}
else
{
pooledItems[i].gameObject.SetActive(false);
}
}
}
}
private void UpdateItemPosition(RectTransform item, int index)
{
int row = index / itemsPerRow;
int col = index % itemsPerRow;
float xPos = leftPadding + col * (itemWidth + horizontalSpacing) + itemWidth / 2; // 修改:加入左边距
float yPos = -(topPadding + row * (itemHeight + verticalSpacing) + itemHeight / 2);
item.anchoredPosition = new Vector2(xPos, yPos);
}
private void UpdateItemContent(GameObject item, int index)
{
dataProvider(index, item);
}
}
InitializeList 方法实现一个返回 GameObject 的函数
ScrollViewManager scrollView = GetComponent<ScrollViewManager>();
scrollView.InitializeList(1000, (index, gameObject) =>
{
Text text = gameObject.GetComponentInChildren<Text>();
if (text != null)
{
text.text = $"Item {
index}";
}
// 在这里可以对 gameObject 进行其他自定义操作
return gameObject;
});
这个代码考虑到多条数据切换时复用同一个ScrollView,做了简单数据限制的判定,但并不完善,感兴趣的能完善一下
小结
希望这个这个代码能启发到您,新人创作不易