Unity循环滚动效果 Unity实现3D循环滚动效果

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Unity循环滚动效果 Unity实现3D循环滚动效果

海涛高软   2021-03-30 我要评论

然后通过SetDepthAndPosition这个方法,实现图片的空间空间展开

Z轴和Y轴,系数是一样的

经过上面设置,空间就摆开了

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class SelectRole : MonoBehaviour {
 public GameObject rolesObj;
 private int _half = 0;//一侧的卡片数
 private int _movX = 150;//X轴移动距离
 private int _movY = 50;//Y轴移动距离
 private int _movZ = 60;//Z轴移动距离
 private int count = 3;//组件数
 private List<RoleItem> _roleList = new List<RoleItem>();

 // Use this for initialization
 void Start () {
 //加载图片
 Object[] textureList = (Object[])Resources.LoadAll("Pictures");

 int maxDepth = textureList.Length % 2 == 1 ? textureList.Length / 2 + 1 : textureList.Length / 2;//最大深度
 _half = maxDepth; 

 for (int i = 0; i < textureList.Length; i++)
 {  
  //加载角色图片预设
  GameObject role = Instantiate(Resources.Load("Role", typeof(GameObject))) as GameObject;  
  role.transform.parent = rolesObj.transform;
  role.transform.localScale = Vector3.one;

  EventDelegate.Add(role.GetComponent<UIToggle>().onChange , RoleToggleChange);

  RoleItem item = role.GetComponent<RoleItem>();  
  item.texture.mainTexture = textureList[i] as Texture;

  //设置角色卡片排序命名
  role.name = maxDepth.ToString();
  if (i > 0)
  {
  //奇数设置为右边,下标为正数
  if (i % 2 == 1)
  {
   maxDepth--;
   role.name = maxDepth.ToString();
  }
  //偶数设置为左边,下标为负数
  else
  {
   role.name = "-" + maxDepth.ToString();
  }
  }

  SetDepthAndPosition(item,0,0);
  _roleList.Add(item);
 } 
 }


 private void SetDepthAndPosition(RoleItem role,int dir,int index)
 {
 int indexDepth = 0;
 //左右移动后,重新排序命名
 if (dir != 0)
 {
  if (index*dir > _half )
  indexDepth = -dir * (_half - 1);
  else
  indexDepth = index > -1 && index < 1 ? dir : index;
  role.name = indexDepth.ToString(); 
 } 
 else
 {
  indexDepth = int.Parse(role.name);
 }

 TweenPosition tp = role.GetComponent<TweenPosition>();
 int x = indexDepth < 0 ? -(_half + indexDepth) * _movX : (_half - indexDepth) * _movX;
 indexDepth = System.Math.Abs(indexDepth);
 tp.to = new Vector3(x, (_half - indexDepth) * _movY, (_half - indexDepth) * _movZ);


 role.bg.depth = count * indexDepth;
 role.active.depth = 1 + count * indexDepth;
 role.texture.depth = 2 + count * indexDepth; 

 role.GetComponent<UIToggle>().value = indexDepth == _half ? true:false;
 tp.PlayForward();
 }

 /// <summary>
 /// 左边
 /// </summary>
 public void LeftClick()
 {
 //重新排列顺序
 foreach (RoleItem role in _roleList)
 {
  int index = int.Parse(role.name);
  print(index);
  SetDepthAndPosition(role,1,++index);
 } 
 }

 /// <summary>
 /// 右边
 /// </summary>
 public void RightClick()
 {
 //重新排列顺序
 foreach (RoleItem role in _roleList)
 {
  int index = int.Parse(role.name);
  SetDepthAndPosition(role,-1,--index);
 }
 }

 /// <summary>
 /// 鼠标选中某个角色
 /// </summary>
 public void RoleToggleChange()
 { 
 if(UIToggle.current.value)
 {
  int index = int.Parse(UIToggle.current.name);
  int moveCount = _half - System.Math.Abs(index);//移动个数
  for (int i = 0; i < moveCount;i++ )
  {
  if (index > 0)
   LeftClick();
  else
   RightClick();
  }  
 }
 }

}

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