我使用Unity 5.1为移动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)+文本(标签)+输入字段。 这部分工作正常。
但是,当键盘打开时,所选字段位于键盘下方。有没有办法以编程方式滚动表单以使选定的字段进入视图?
我已尝试使用ScrollRect.verticalNormalizedPosition
并且可以正常滚动一些,但是我无法将所选字段显示在我想要的位置。
感谢您的帮助!
答案 0 :(得分:26)
我打算给你一个我的代码片段,因为我觉得自己很有帮助。希望这有帮助!
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);
}
答案 1 :(得分:5)
尽管@maksymiuk的答案是最正确的,但由于InverseTransformPoint()函数,它正确地考虑了锚点,枢轴和所有其他因素,但对于我来说,它仍然不能立即使用-对于垂直滚动条,它也在更改其X位置。因此,我只是进行更改以检查是否启用了垂直滚动或水平滚动,如果没有启用,则不更改其轴。
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;
}
答案 2 :(得分:4)
这些建议都不适用于我,以下代码
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;
}
}
}
以下是我用它将内容的直接子项滚动到视图中的方式
private void Update()
{
MyScrollRect.content.localPosition = MyScrollRect.GetSnapToPositionToBringChildIntoView(someChild);
}
答案 3 :(得分:2)
如果有人想要平滑滚动(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;
}
}
答案 4 :(得分:1)
这就是我将所选对象固定到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);
}
}
答案 5 :(得分:1)
我这个问题的版本的前提:
element
应该完全可见(最小间隙)element
是scrollRect
内容的直接子代element
已经完全可见,请保持scoll位置这是最适合我的方法(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;
}
答案 6 :(得分:1)
彼得·莫里斯(Peter Morris)对ScrollRect的回答的变体,其运动类型为“弹性”。令我烦恼的是,滚动矩形一直为边缘情况(前几个元素或后几个元素)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);
}
虽然它引入了一帧延迟。
更新:这是一个不引入帧延迟并且还考虑内容缩放的版本:
/// <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);
}
答案 7 :(得分:0)
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,此代码对我来说很好。
答案 8 :(得分:0)
width表示滚动矩形中子级的宽度(假设所有子级的宽度都相同),间距表示子级之间的间距,索引表示您要达到的目标元素
public float getSpecificItem (float pWidth, float pSpacing,int pIndex) {
return (pIndex * pWidth) - pWidth + ((pIndex - 1) * pSpacing);
}
答案 9 :(得分:0)
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;
}