本文主要是介绍Unity轮盘滚动效果,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
这里使用平面2d来模拟一个3d转换,原理很简单,假设有一个圆形,所有的物体都平均的分布在这个圆环轨迹上面。这个圆环轨迹就是所有物体运行的轨道,是个垂直于你(摄像机)的方向,在靠近摄像机的位置(实际是居中位置),物体尺寸越大,越靠后和靠近两边,物体尺寸越小。
生成的子物体,上面挂上这个脚本。
using System;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class RotationDiagramItem : MonoBehaviour,IDragHandler,IEndDragHandler
{
public int PosId;
private Action _moveAction;
private Image _image;
private float _offsetX;
private float _aniTime = 1;
private Image Image
{get{if (_image == null)_image = GetComponent<Image>();return _image;}
}private RectTransform _rect;private RectTransform Rect
{get{if (_rect == null)_rect = GetComponent<RectTransform>();return _rect;}
}public void SetParent(Transform parent)
{transform.SetParent(parent);
}public void SetSprite(Sprite sprite)
{Image.sprite = sprite;
}public void SetPosData(ItemPosData data)
{Rect.DOAnchorPos(Vector2.right*data.X, _aniTime);Rect.DOScale(Vector3.one*data.ScaleTimes, _aniTime);StartCoroutine(Wait(data));
}private IEnumerator Wait(ItemPosData data)
{yield return new WaitForSeconds(_aniTime*0.5f);transform.SetSiblingIndex(data.Order);
}public void OnDrag(PointerEventData eventData)
{_offsetX += eventData.delta.x;
}public void OnEndDrag(PointerEventData eventData)
{_moveAction(_offsetX);_offsetX = 0;
}public void AddMoveListener(Action<float> onMove)
{_moveAction = onMove;
}public void ChangeId(int symbol,int totalItemNum)
{int id = PosId;id += symbol;if (id < 0){id += totalItemNum;}PosId = id%totalItemNum;
}
}
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public class RotationDiagram2D : MonoBehaviour
{
public Vector2 ItemSize;
public Sprite[] ItemSprites;
public float Offset;
public float ScaleTimesMin;
public float ScaleTimesMax;
private List<RotationDiagramItem> _items;
private List<ItemPosData> _posData;// Start is called before the first frame update
void Start()
{_items = new List<RotationDiagramItem>();_posData = new List<ItemPosData>();CreateItem();CalulateData();SetItemData();
}private GameObject CreateTemplate()
{GameObject item = new GameObject("Template");item.AddComponent<RectTransform>().sizeDelta = ItemSize;item.AddComponent<Image>();item.AddComponent<RotationDiagramItem>();return item;
}private void CreateItem()
{GameObject template = CreateTemplate();RotationDiagramItem itemTemp = null;foreach (Sprite sprite in ItemSprites){itemTemp = Instantiate(template).GetComponent<RotationDiagramItem>();itemTemp.SetParent(transform);itemTemp.SetSprite(sprite);itemTemp.AddMoveListener(Change);_items.Add(itemTemp);}Destroy(template);
}private void Change(float offsetX)
{int symbol = offsetX > 0 ? 1 : -1;Change(symbol);
}private void Change(int symbol)
{foreach (RotationDiagramItem item in _items){item.ChangeId(symbol, _items.Count);}for (int i = 0; i < _posData.Count; i++){_items[i].SetPosData(_posData[_items[i].PosId]);}
}private void CalulateData()
{List<ItemData> itemDatas = new List<ItemData>();float length = (ItemSize.x + Offset)*_items.Count;float radioOffset = 1/(float) _items.Count;float radio = 0;for (int i = 0; i < _items.Count; i++){ItemData itemData = new ItemData();itemData.PosId = i;itemDatas.Add(itemData);_items[i].PosId = i;ItemPosData data = new ItemPosData();data.X = GetX(radio, length);data.ScaleTimes = GetScaleTimes(radio, ScaleTimesMax, ScaleTimesMin);radio += radioOffset;_posData.Add(data);}itemDatas = itemDatas.OrderBy(u => _posData[u.PosId].ScaleTimes).ToList();for (int i = 0; i < itemDatas.Count; i++){_posData[itemDatas[i].PosId].Order = i;}
}private void SetItemData()
{for (int i = 0; i < _posData.Count; i++){_items[i].SetPosData(_posData[i]);}
}private float GetX(float radio, float length)
{if (radio > 1 || radio < 0){Debug.LogError("当前比例必须是0-1的值");return 0;}if (radio >= 0 && radio < 0.25f){return length * radio;}else if (radio >= 0.25f && radio < 0.75f){return length * (0.5f - radio);}else{return length * (radio - 1);}
}public float GetScaleTimes(float radio, float max, float min)
{if (radio > 1 || radio < 0){Debug.LogError("当前比例必须是0-1的值");return 0;}float scaleOffset = (max - min) / 0.5f;if (radio < 0.5f){return max - scaleOffset * radio;}else{return max - scaleOffset * (1 - radio);}
}
}
public class ItemPosData
{
public float X;
public float ScaleTimes;
public int Order;
}
public struct ItemData
{
public int PosId;
}
父物体挂上这个脚本。然后需要在父物体的脚本上面设定调整脚本的参数,运行即可。
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