时间:2021-05-20
本文实例为大家分享了Unity3D UGUI实现缩放循环拖动卡牌展示的具体代码,供大家参考,具体内容如下
需求:游戏中展示卡牌这种效果也是蛮酷炫并且使用的一种常见效果,下面我们就来实现以下这个效果是如何实现。
思考:第一看看到这个效果,我们首先会想到UGUI里面的ScrollRect,当然也可以用ScrollRect来实现缩短ContentSize的width来自动实现重叠效果,然后中间左右的卡牌通过计算来显示缩放,这里我并没有用这种思路来实现,我提供另外一种思路,就是自己去计算当前每个卡牌的位置和缩放值,不用UGUI的内置组件。
CODE:
1.卡牌拖动组件:
using UnityEngine;using UnityEngine.EventSystems;using UnityEngine.UI; public enum DragPosition{ Left, Right, Up, Down,} [RequireComponent(typeof(Image))]public class CDragOnCard : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler{ public bool dragOnSurfaces = true; public ScrollRect m_ScrollRect = null; public CFixGridRect m_FixGridRect = null; private RectTransform m_DraggingPlane; public bool isVertical = false; private bool isSelf = false; private DragPosition m_dragPosition = DragPosition.Left; public System.Action<DragPosition> DragCallBack = null; public void OnBeginDrag(PointerEventData eventData) { Vector2 touchDeltaPosition = Vector2.zero;#if UNITY_EDITOR float delta_x = Input.GetAxis("Mouse X"); float delta_y = Input.GetAxis("Mouse Y"); touchDeltaPosition = new Vector2(delta_x, delta_y); #elif UNITY_ANDROID || UNITY_IPHONE touchDeltaPosition = Input.GetTouch(0).deltaPosition; #endif if (isVertical) { if(touchDeltaPosition.y > 0) { UnityEngine.Debug.Log("上拖"); m_dragPosition = DragPosition.Up; } else { UnityEngine.Debug.Log("下拖"); m_dragPosition = DragPosition.Down; } if (Mathf.Abs(touchDeltaPosition.x) > Mathf.Abs(touchDeltaPosition.y)) { isSelf = true; var canvas = FindInParents<Canvas>(gameObject); if (canvas == null) return; if (dragOnSurfaces) m_DraggingPlane = transform as RectTransform; else m_DraggingPlane = canvas.transform as RectTransform; } else { isSelf = false; if (m_ScrollRect != null) m_ScrollRect.OnBeginDrag(eventData); } } else //水平 { if (touchDeltaPosition.x > 0) { UnityEngine.Debug.Log("右移"); m_dragPosition = DragPosition.Right; } else { UnityEngine.Debug.Log("左移"); m_dragPosition = DragPosition.Left; } if (Mathf.Abs(touchDeltaPosition.x) < Mathf.Abs(touchDeltaPosition.y)) { isSelf = true; var canvas = FindInParents<Canvas>(gameObject); if (canvas == null) return; if (dragOnSurfaces) m_DraggingPlane = transform as RectTransform; else m_DraggingPlane = canvas.transform as RectTransform; } else { isSelf = false; if (m_ScrollRect != null) m_ScrollRect.OnBeginDrag(eventData); } } } public void OnDrag(PointerEventData data) { if (isSelf) { } else { if (m_ScrollRect != null) m_ScrollRect.OnDrag(data); } } public void OnEndDrag(PointerEventData eventData) { if (isSelf) { } else { if (m_ScrollRect != null) m_ScrollRect.OnEndDrag(eventData); if (m_FixGridRect != null) m_FixGridRect.OnEndDrag(eventData); } if (DragCallBack != null) DragCallBack(m_dragPosition); } static public T FindInParents<T>(GameObject go) where T : Component { if (go == null) return null; var comp = go.GetComponent<T>(); if (comp != null) return comp; Transform t = go.transform.parent; while (t != null && comp == null) { comp = t.gameObject.GetComponent<T>(); t = t.parent; } return comp; }}2.卡牌组件
using UnityEngine;using System.Collections;using UnityEngine.UI; public class EnhanceItem : MonoBehaviour{ // 在ScrollViewitem中的索引 // 定位当前的位置和缩放 public int scrollViewItemIndex = 0; public bool inRightArea = false; private Vector3 targetPos = Vector3.one; private Vector3 targetScale = Vector3.one; private Transform mTrs; private Image mImage; private int index = 1; public void Init(int cardIndex = 1) { index = cardIndex; mTrs = this.transform; mImage = this.GetComponent<Image>(); mImage.sprite = Resources.Load<Sprite>(string.Format("Texture/card_bg_big_{0}", cardIndex % 6 + 1)); this.gameObject.GetComponent<Button>().onClick.AddListener(delegate () { OnClickScrollViewItem(); }); } // 当点击Item,将该item移动到中间位置 private void OnClickScrollViewItem() { Debug.LogError("点击" + index); EnhancelScrollView.GetInstance().SetHorizontalTargetItemIndex(scrollViewItemIndex); } /// <summary> /// 更新该Item的缩放和位移 /// </summary> public void UpdateScrollViewItems(float xValue, float yValue, float scaleValue) { targetPos.x = xValue; targetPos.y = yValue; targetScale.x = targetScale.y = scaleValue; mTrs.localPosition = targetPos; mTrs.localScale = targetScale; } public void SetSelectColor(bool isCenter) { if (mImage == null) mImage = this.GetComponent<Image>(); if (isCenter) mImage.color = Color.white; else mImage.color = Color.gray; }}3.自定义的ScrollView组件
using UnityEngine;using System.Collections;using System.Collections.Generic;using UnityEngine.UI; public class EnhancelScrollView : MonoBehaviour{ public AnimationCurve scaleCurve; public AnimationCurve positionCurve; public float posCurveFactor = 500.0f; public float yPositionValue = 46.0f; public List<EnhanceItem> scrollViewItems = new List<EnhanceItem>(); private List<Image> imageTargets = new List<Image>(); private EnhanceItem centerItem; private EnhanceItem preCenterItem; private bool canChangeItem = true; public float dFactor = 0.2f; private float[] moveHorizontalValues; private float[] dHorizontalValues; public float horizontalValue = 0.0f; public float horizontalTargetValue = 0.1f; private float originHorizontalValue = 0.1f; public float duration = 0.2f; private float currentDuration = 0.0f; private static EnhancelScrollView instance; private bool isInit = false; public static EnhancelScrollView GetInstance() { return instance; } void Awake() { instance = this; } public void Init() { if ((scrollViewItems.Count % 2) == 0) { Debug.LogError("item count is invaild,please set odd count! just support odd count."); } if (moveHorizontalValues == null) moveHorizontalValues = new float[scrollViewItems.Count]; if (dHorizontalValues == null) dHorizontalValues = new float[scrollViewItems.Count]; if (imageTargets == null) imageTargets = new List<Image>(); int centerIndex = scrollViewItems.Count / 2; for (int i = 0; i < scrollViewItems.Count; i++) { scrollViewItems[i].scrollViewItemIndex = i; Image tempImage = scrollViewItems[i].gameObject.GetComponent<Image>(); imageTargets.Add(tempImage); dHorizontalValues[i] = dFactor * (centerIndex - i); dHorizontalValues[centerIndex] = 0.0f; moveHorizontalValues[i] = 0.5f - dHorizontalValues[i]; scrollViewItems[i].SetSelectColor(false); } //centerItem = scrollViewItems[centerIndex]; canChangeItem = true; isInit = true; } public void UpdateEnhanceScrollView(float fValue) { for (int i = 0; i < scrollViewItems.Count; i++) { EnhanceItem itemScript = scrollViewItems[i]; float xValue = GetXPosValue(fValue, dHorizontalValues[itemScript.scrollViewItemIndex]); float scaleValue = GetScaleValue(fValue, dHorizontalValues[itemScript.scrollViewItemIndex]); itemScript.UpdateScrollViewItems(xValue, yPositionValue, scaleValue); } } void Update() { if (!isInit) return; currentDuration += Time.deltaTime; SortDepth(); if (currentDuration > duration) { currentDuration = duration; //if (centerItem != null) //{ // centerItem.SetSelectColor(true); //} if (centerItem == null) { var obj = transform.GetChild(transform.childCount - 1); if (obj != null) centerItem = obj.GetComponent<EnhanceItem>(); if (centerItem != null) centerItem.SetSelectColor(true); } else centerItem.SetSelectColor(true); if (preCenterItem != null) preCenterItem.SetSelectColor(false); canChangeItem = true; } float percent = currentDuration / duration; horizontalValue = Mathf.Lerp(originHorizontalValue, horizontalTargetValue, percent); UpdateEnhanceScrollView(horizontalValue); } private float GetScaleValue(float sliderValue, float added) { float scaleValue = scaleCurve.Evaluate(sliderValue + added); return scaleValue; } private float GetXPosValue(float sliderValue, float added) { float evaluateValue = positionCurve.Evaluate(sliderValue + added) * posCurveFactor; return evaluateValue; } public void SortDepth() { imageTargets.Sort(new CompareDepthMethod()); for (int i = 0; i < imageTargets.Count; i++) imageTargets[i].transform.SetSiblingIndex(i); } public class CompareDepthMethod : IComparer<Image> { public int Compare(Image left, Image right) { if (left.transform.localScale.x > right.transform.localScale.x) return 1; else if (left.transform.localScale.x < right.transform.localScale.x) return -1; else return 0; } } private int GetMoveCurveFactorCount(float targetXPos) { int centerIndex = scrollViewItems.Count / 2; for (int i = 0; i < scrollViewItems.Count; i++) { float factor = (0.5f - dFactor * (centerIndex - i)); float tempPosX = positionCurve.Evaluate(factor) * posCurveFactor; if (Mathf.Abs(targetXPos - tempPosX) < 0.01f) return Mathf.Abs(i - centerIndex); } return -1; } public void SetHorizontalTargetItemIndex(int itemIndex) { if (!canChangeItem) return; EnhanceItem item = scrollViewItems[itemIndex]; if (centerItem == item) return; canChangeItem = false; preCenterItem = centerItem; centerItem = item; float centerXValue = positionCurve.Evaluate(0.5f) * posCurveFactor; bool isRight = false; if (item.transform.localPosition.x > centerXValue) isRight = true; int moveIndexCount = GetMoveCurveFactorCount(item.transform.localPosition.x); if (moveIndexCount == -1) { moveIndexCount = 1; } float dvalue = 0.0f; if (isRight) dvalue = -dFactor * moveIndexCount; else dvalue = dFactor * moveIndexCount; horizontalTargetValue += dvalue; currentDuration = 0.0f; originHorizontalValue = horizontalValue; } public void OnBtnRightClick() { if (!canChangeItem) return; int targetIndex = centerItem.scrollViewItemIndex + 1; if (targetIndex > scrollViewItems.Count - 1) targetIndex = 0; SetHorizontalTargetItemIndex(targetIndex); } public void OnBtnLeftClick() { if (!canChangeItem) return; int targetIndex = centerItem.scrollViewItemIndex - 1; if (targetIndex < 0) targetIndex = scrollViewItems.Count - 1; SetHorizontalTargetItemIndex(targetIndex); }}上面的代码好像不能用 我自己写了两种方法
1 使用Scroll View实现效果如下
代码如下
public int totalItemNum;//共有几个单元格 public int currentIndex;//当前单元格的索引 private float bilv ; public float currentBilv = 0; private void Awake() { scrollRect = GetComponent<ScrollRect>(); scrollRect.horizontalNormalizedPosition =0; } // Use this for initialization void Start () { Button[] button = scrollRect.content.GetComponentsInChildren<Button>(); totalItemNum= button.Length; bilv = 1 / (totalItemNum - 1.00f); } public void OnBeginDrag(PointerEventData eventData) { beginMousePositionX = Input.mousePosition.x; } public void OnEndDrag(PointerEventData eventData) { float offSetX = 0; endMousePositionX = Input.mousePosition.x; offSetX = beginMousePositionX - endMousePositionX; if (Mathf.Abs(offSetX)>firstItemLength) { if (offSetX>0) { //当前的单元格大于等于单元格的总个数 if (currentIndex >= totalItemNum-1 ) { Debug.Log("左滑动-------"); return; } currentIndex += 1; scrollRect.DOHorizontalNormalizedPos(currentBilv += bilv, 0.2f); Debug.Log("左滑动"); } else { Debug.Log("右滑动"); //当前的单元格大于等于单元格的总个数 if ( currentIndex < 1) { return; } currentIndex -= 1; scrollRect.DOHorizontalNormalizedPos(currentBilv -= bilv, 0.2f); } } }using System.Collections;using System.Collections.Generic;using UnityEngine;using DG.Tweening;using UnityEngine.UI; public class ThreePage1 : MonoBehaviour { public GameObject[] images; int currentIndex; public float DistancesNum = 250; public float min = 0.8f; public float max = 1.4f; public float speed = 0.2f; public float Alpha = 0.8f; void Start () { InitRectTranform(); } public void InitRectTranform() { currentIndex = images.Length / 2; for (int i = currentIndex + 1; i < images.Length; i++) { images[i].GetComponent<RectTransform>().anchoredPosition = new Vector3((i - currentIndex) * DistancesNum, 0, 0); } int num = 0; for (int i = currentIndex; i >= 0; i--) { images[i].GetComponent<RectTransform>().anchoredPosition = new Vector3(-num * DistancesNum, 0, 0); num++; } foreach (var item in images) { if (item != images[currentIndex]) { item.GetComponent<RectTransform>().localScale = new Vector3(min, min); item.GetComponent<Image>().color = new Color(1, 1, 1, Alpha); } else { item.GetComponent<RectTransform>().localScale = new Vector3(max, max); } } } public void Left() { ButtonManager._Instances.PlayInput(); OnLeftButtonClick(); } public void OnLeftButtonClick() { if (currentIndex < images.Length-1) { foreach (GameObject item in images) { (item.GetComponent<RectTransform>()).DOAnchorPosX(item.GetComponent<RectTransform>().anchoredPosition.x- DistancesNum, speed); } images[currentIndex].GetComponent<Image>().color = new Color(1, 1, 1, Alpha); images[currentIndex].GetComponent<RectTransform>().DOScale(min, speed); currentIndex += 1; images[currentIndex].GetComponent<RectTransform>().DOScale(max, speed); images[currentIndex].GetComponent<Image>().color = new Color(1, 1, 1, 1f); } } public void Right() { ButtonManager._Instances.PlayInput(); OnRightButtonClick(); } public void OnRightButtonClick() { if (currentIndex > 0) { foreach (GameObject item in images) { (item.GetComponent<RectTransform>()).DOAnchorPosX(item.GetComponent<RectTransform>().anchoredPosition.x + DistancesNum, speed); } images[currentIndex].GetComponent<RectTransform>().DOScale(min, speed); images[currentIndex].GetComponent<Image>().color = new Color(1, 1, 1, Alpha); currentIndex -= 1; images[currentIndex].GetComponent<RectTransform>().DOScale(max, speed); images[currentIndex].GetComponent<Image>().color = new Color(1, 1, 1, 1f); } } private void OnEnable() { isOn = true; timess = 0; //jarodInputController.IsShiYong = true; } private void OnDisable() { InitRectTranform(); jarodInputController.IsShiYong = false; }}以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。
声明:本页内容来源网络,仅供用户参考;我单位不保证亦不表示资料全面及准确无误,也不保证亦不表示这些资料为最新信息,如因任何原因,本网内容或者用户因倚赖本网内容造成任何损失或损害,我单位将不会负任何法律责任。如涉及版权问题,请提交至online#300.cn邮箱联系删除。
在Unity3d中开发虚拟摇杆方式有比较多,可以使用EasyTouch、FairyGUI等插件来开发。本文给大家介绍使用Unity3d的原生UGUI来开发出自己
利用Unity的UGUI制作了2D卡牌翻转的效果,如果是sprite对象的话,原理应该也是一样的,以下是效果图图1卡牌翻转效果关于DoTweenDoTween是
聊天是时候看到有人问如何在Unity3D的UGUI中实现图案解锁的功能,然后便试了一下。刚开始想用LineRender来实现,但又一想是要在UGUI中,然后就用
Unity3D中shader轮廓描边效果想利用Unity3D中shader这个功能实现描边轮廓边框效果该怎么做呢,相信有很多搞开发的人想知道,为此下面就给大家介
好多unity3d的爱好者,可以把游戏导出为linux的版本,让unity3d游戏在ubuntu下跑起来...1、打开自己的unity3d游戏项目,File--