http://blog.csdn.net/qq_bingfeng_8/article/details/19415209
在上篇文章中學習了如何拖拽Texture,今天同樣是拖拽,不過不同的是對多個對象進行拖拽時要始終讓一個對象在拖拽panel中居中顯示,參考NGUI官方的示例發現在UIGrid上多加了一個腳本“UICenterOnChild”,下面我對這個腳本做了微改,主要是為了能夠清楚的看到目前在中間位置顯示的對象到底是哪個!
[csharp] view plain copy
![](https://img.laitimes.com/img/_0nNw4CM6IyYiwiM6ICdiwiIn5Gcu82Yp9VRE90Qvw1c0V2czF2LcRXZu5ibkN3YuUGZvN2Lc9CX6MHc0RHaiojIsJye.png)
- /// <summary>
- /// 擷取中間位置上的對象的名字
- /// </summary>
- public string mCenteredObjectName;
然後修改public void Recenter()方法中的添加如下紅色标記部分,這樣我們就能夠直接在Grid的屬性面闆中直接看到居中位置的對象了
[csharp] view plain copy
![](https://img.laitimes.com/img/_0nNw4CM6IyYiwiM6ICdiwiIn5Gcu82Yp9VRE90Qvw1c0V2czF2LcRXZu5ibkN3YuUGZvN2Lc9CX6MHc0RHaiojIsJye.png)
- if (closest != null)
- {
- mCenteredObject = closest.gameObject;
- // Figure out the difference between the chosen child and the panel's center in local coordinates
- Vector3 cp = dt.InverseTransformPoint(closest.position);
- Vector3 cc = dt.InverseTransformPoint(center);
- Vector3 offset = cp - cc;
- // Offset shouldn't occur if blocked by a zeroed-out scale
- if (mDrag.scale.x == 0f) offset.x = 0f;
- if (mDrag.scale.y == 0f) offset.y = 0f;
- if (mDrag.scale.z == 0f) offset.z = 0f;
- // Spring the panel to this calculated position
- SpringPanel.Begin(mDrag.gameObject, dt.localPosition - offset, springStrength).onFinished = onFinished;
- mCenteredObjectName = mCenteredObject.name; //目前在中間位置的對象的名字
- mCenteredObject.transform.localScale = new Vector3(1.35f, 1.35f, 1.0f); //處于中間位置的對象放大顯示
- }
- else mCenteredObject = null;
在這之後如果要居中位置做些特别的處理就顯得容易多了.....
下面截一張我處理的翻頁效果的截圖: