测试环境


操作系统:Windows8.1

开发工具:Unity5.5.2


1、问题描述,在实际开发过程中经常会使用ScrollRect实现滚动列表,当初次加载数据比较多的情形时,Unity3D会出现比较严重的卡顿,降低帧率,其原因主要为 a、集中式的申请ItemRenderer对象大量堆内存,b、帧Draw Call增加。

2、解决方案,主要逻辑根据Viewport即Mask Visual区域计算当前上下文显示ItemRenderer个数,同时滚动的时候会动态计算scrollLineIndex行数,来重新计算每一个ItemRenderer渲染的位置,从而复用ItemRenderer。

   如图所示:当前数据已经有31个,但是ItemRenderer的实例只有21个,即当前满屏情况下最大的显示个数。

3、完成代码

UIWrapItem 用来作为数据、ItemRenderer prefab的 具体关联类。

using UnityEngine;

/// <summary>
/// Wrapper Item for user data index.
/// </summary>
public class UIWrapItem : MonoBehaviour { /// <summary>
/// User data index
/// </summary>
private int dataIndex = ; /// <summary>
/// Item container
/// </summary>
private UIWrapContainer container = null; private void OnDestroy()
{
container = null;
} /// <summary>
/// Container setter
/// </summary>
public UIWrapContainer Container
{
set
{
container = value;
}
} /// <summary>
/// DataIndex getter & setter
/// </summary>
public int DataIndex
{
set
{
dataIndex = value; gameObject.name = dataIndex.ToString(); if (dataIndex >= )
{
transform.localPosition = container.GetLocalPositionByDataIndex(dataIndex); if (container.onInitializeItem != null)
{
container.onInitializeItem(gameObject, dataIndex);
}
}
} get { return dataIndex; }
}
}

UIWrapContainer作用为UIWrapItem的容器,提供基本的数据判定逻辑。

using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic; /// <summary>
/// This script makes it possible for a scroll view to wrap its item, creating scroll views.
/// Usage: simply attach this script underneath your scroll view where you would normally place a container:
///
/// + Scroll View
/// |- UIWrapContainer
/// |-- Item 1
/// |-- Item 2
/// |-- Item 3
/// </summary>
[DisallowMultipleComponent]
public class UIWrapContainer : MonoBehaviour
{
public delegate void OnInitializeItem(GameObject go, int dataIndex); public OnInitializeItem onInitializeItem = null; public enum Arraygement
{
Horizontal,
Vertical
} #region public variables /// <summary>
/// Type of arragement
/// </summary>
public Arraygement arrangement = Arraygement.Horizontal; /// <summary>
/// Maximum item per line.
/// If the arrangement is horizontal, this denotes the number of columns.
/// If the arrangement is vertical, this stands for the number of rows.
/// </summary>
public int maxPerLine = ; /// <summary>
/// The width of each of the items.
/// </summary>
public float itemWidth = 100f; /// <summary>
/// The height of each of the items.
/// </summary>
public float itemHeight = 100f; /// <summary>
/// The Horizontal space of each of the items.
/// </summary>
public float itemHorizontalSpace = 0f; /// <summary>
/// The vertical space of each of the items.
/// </summary>
public float itemVerticalSpace = 0f; public ScrollRect scrollRect = null; public RectTransform viewport = null; public RectTransform container = null; public GameObject itemPrefab = null; #endregion #region private variables private int dataCount = ; private int maximumVisualVerticalItemCount = ; private int maximumVisualHorizontalItemCount = ; private int currentScrollLineIndex = -; private IList<UIWrapItem> activeItems = null; private Queue<UIWrapItem> deactiveItems = null; #endregion void Awake()
{
activeItems = new List<UIWrapItem>();
deactiveItems = new Queue<UIWrapItem>(); maximumVisualVerticalItemCount = Mathf.CeilToInt(viewport.rect.height / (itemHeight + itemVerticalSpace));
maximumVisualHorizontalItemCount = Mathf.CeilToInt(viewport.rect.width / (itemWidth + itemHorizontalSpace));
} void Start()
{ } public void Initialize(int dataCount)
{
if (scrollRect == null || container == null || itemPrefab == null)
{
Debug.LogError("Not attach scrollRect or container or itemPrefab instance here, please check.");
return;
} if (dataCount <= )
{
return;
} setDataCount(dataCount); scrollRect.onValueChanged.RemoveAllListeners();
scrollRect.onValueChanged.AddListener(OnValueChanged); deactiveItems.Clear();
activeItems.Clear(); UpdateItems();
} public void RemoveItem(int dataIndex)
{
if (dataIndex < || dataIndex >= dataCount)
{
return;
} bool isDestroy = activeItems.Count >= dataCount;
setDataCount(dataCount - ); for (int index = activeItems.Count - ; index >= ; index--)
{
UIWrapItem item = activeItems[index];
int itemDataIndex = item.DataIndex; if (itemDataIndex == dataIndex)
{
activeItems.Remove(item);
if (isDestroy)
{
GameObject.Destroy(item.gameObject);
}
else
{
item.DataIndex = -;
item.gameObject.SetActive(false);
deactiveItems.Enqueue(item);
}
} if (itemDataIndex > dataIndex)
{
item.DataIndex = itemDataIndex - ;
}
} UpdateItems(GetCurrentScrollLineIndex());
} public void AddItem(int dataIndex)
{
if (dataIndex < || dataIndex > dataCount)
{
return;
} bool isNew = false;
for (int index = activeItems.Count - ; index >= ; index--)
{
UIWrapItem item = activeItems[index];
if (item.DataIndex >= (dataCount - ))
{
isNew = true;
break;
}
} setDataCount(dataCount + ); if (isNew)
{
for (int index = , length = activeItems.Count; index < length; index++)
{
UIWrapItem item = activeItems[index];
int itemDataIndex = item.DataIndex;
if (itemDataIndex >= dataIndex)
{
item.DataIndex = itemDataIndex + ;
}
} UpdateItems(GetCurrentScrollLineIndex());
}
else
{
for (int index = , length = activeItems.Count; index < length; index++)
{
UIWrapItem item = activeItems[index];
int itemDataIndex = item.DataIndex;
if (itemDataIndex >= dataIndex)
{
item.DataIndex = itemDataIndex;
}
}
}
} public Vector3 GetLocalPositionByDataIndex(int dataIndex)
{
float x = 0f;
float y = 0f;
float z = 0f; switch (arrangement)
{
case Arraygement.Horizontal:
{
x = (dataIndex / maxPerLine) * (itemWidth + itemHorizontalSpace);
y = -(dataIndex % maxPerLine) * (itemHeight + itemVerticalSpace);
break;
}
case Arraygement.Vertical:
{
x = (dataIndex % maxPerLine) * (itemWidth + itemHorizontalSpace);
y = -(dataIndex / maxPerLine) * (itemHeight + itemVerticalSpace);
break;
}
} return new Vector3(x, y, z);
} private void setDataCount(int count)
{
if (count != dataCount)
{
dataCount = count;
UpdateContainerSize();
}
} private void OnValueChanged(Vector2 value)
{
switch (arrangement)
{
case Arraygement.Vertical:
{
float y = value.y;
if (y >= 1.0f || y <= 0.0f)
{
return;
}
break;
}
case Arraygement.Horizontal:
{
float x = value.x;
if (x <= 0.0f || x >= 1.0f)
{
return;
}
break;
}
} int scrollPerLineIndex = GetCurrentScrollLineIndex(); if (scrollPerLineIndex == currentScrollLineIndex) { return; } UpdateItems(scrollPerLineIndex);
} private void UpdateItems(int scrollLineIndex)
{
if (scrollLineIndex < )
{
return;
} currentScrollLineIndex = scrollLineIndex; int startDataIndex = currentScrollLineIndex * maxPerLine;
int endDataIndex = (currentScrollLineIndex + (arrangement == Arraygement.Vertical ? maximumVisualVerticalItemCount : maximumVisualHorizontalItemCount)) * maxPerLine; for (int index = activeItems.Count - ; index >= ; index--)
{
UIWrapItem item = activeItems[index];
int itemDataIndex = item.DataIndex;
if (itemDataIndex < startDataIndex || itemDataIndex >= endDataIndex)
{
item.DataIndex = -;
activeItems.Remove(item);
item.gameObject.SetActive(false);
deactiveItems.Enqueue(item);
}
} for (int dataIndex = startDataIndex; dataIndex < endDataIndex; dataIndex++)
{
if (dataIndex >= dataCount)
{
continue;
} if (Exists(dataIndex))
{
continue;
} CreateItem(dataIndex);
}
} private void CreateItem(int dataIndex)
{
UIWrapItem item = null;
if (deactiveItems.Count > )
{
item = deactiveItems.Dequeue();
item.gameObject.SetActive(true);
}
else
{
item = AddChild(itemPrefab, container).AddComponent<UIWrapItem>();
} item.Container = this;
item.DataIndex = dataIndex;
activeItems.Add(item);
} private bool Exists(int dataIndex)
{
if (activeItems == null || activeItems.Count <= )
{
return false;
} for (int index = , length = activeItems.Count; index < length; index++)
{
if (activeItems[index].DataIndex == dataIndex)
{
return true;
}
} return false;
} private GameObject AddChild(GameObject prefab, Transform parent)
{
if (prefab == null || parent == null)
{
Debug.LogError("Could not add child with null of prefab or parent.");
return null;
} GameObject go = GameObject.Instantiate(prefab) as GameObject;
go.layer = parent.gameObject.layer;
go.transform.SetParent(parent, false); return go;
} private void OnDestroy()
{
scrollRect = null;
container = null;
itemPrefab = null;
onInitializeItem = null; activeItems.Clear();
deactiveItems.Clear(); activeItems = null;
deactiveItems = null;
}
}

4、未完待续

实际在开中主要使用数组集合作为参数及动态的Add or Rmove操作,所以接下来将会迭代掉采用数组下标的方式提供数据的初始化,增加删除等操作。

最后实现仓促难免存在bug,请与指正。

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