本文實例為大家分享了unity實現(xiàn)卡牌翻動效果展示的具體代碼,供大家參考,具體內(nèi)容如下
事實上這是項目需要,我改的一個代碼,實際上就是利用unity的一些基礎(chǔ)屬性實現(xiàn)其效果。啥也不多說了,先上原代碼:
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/// credit mrs. yakayocha /// sourced from - https://www.youtube.com/channel/uchp8lz_0-icvl-5pjhatsgw /// please donate: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=rj8d9frfqf9vs using unityengine.events; namespace unityengine.ui.extensions { [requirecomponent( typeof (scrollrect))] [addcomponentmenu( "layout/extensions/vertical scroller" )] public class uiverticalscroller : monobehaviour { [tooltip( "scrollable area (content of desired scrollrect)" )] public recttransform _scrollingpanel; [tooltip( "elements to populate inside the scroller" )] public gameobject[] _arrayofelements; [tooltip( "center display area (position of zoomed content)" )] public recttransform _center; [tooltip( "select the item to be in center on start. (optional)" )] public int startingindex = -1; [tooltip( "button to go to the next page. (optional)" )] public gameobject scrollupbutton; [tooltip( "button to go to the previous page. (optional)" )] public gameobject scrolldownbutton; [tooltip( "event fired when a specific item is clicked, exposes index number of item. (optional)" )] public unityevent< int > buttonclicked; private float [] distreposition; private float [] distance; //private int elementsdistance; private int minelementsnum; private int elementlength; //private int elementhalflength; private float deltay; private string result; public uiverticalscroller() { } public uiverticalscroller(recttransform scrollingpanel, gameobject[] arrayofelements, recttransform center) { _scrollingpanel = scrollingpanel; _arrayofelements = arrayofelements; _center = center; } public void awake() { var scrollrect = getcomponent<scrollrect>(); if (!_scrollingpanel) { _scrollingpanel = scrollrect.content; } if (!_center) { debug.logerror( "please define the recttransform for the center viewport of the scrollable area" ); } if (_arrayofelements == null || _arrayofelements.length == 0) { var childcount = scrollrect.content.childcount; if (childcount > 0) { _arrayofelements = new gameobject[childcount]; for ( int i = 0; i < childcount; i++) { _arrayofelements[i] = scrollrect.content.getchild(i).gameobject; } } } } public void start() { if (_arrayofelements.length < 1) { debug.log( "no child content found, exiting.." ); return ; } elementlength = _arrayofelements.length; distance = new float [elementlength]; distreposition = new float [elementlength]; //get distance between buttons //elementsdistance = (int)mathf.abs(_arrayofelements[1].getcomponent<recttransform>().anchoredposition.y - _arrayofelements[0].getcomponent<recttransform>().anchoredposition.y); deltay = _arrayofelements[0].getcomponent<recttransform>().rect.height * elementlength / 3 * 2; vector2 startposition = new vector2(_scrollingpanel.anchoredposition.x, -deltay); _scrollingpanel.anchoredposition = startposition; for (var i = 0; i < _arrayofelements.length; i++) { addlistener(_arrayofelements[i], i); } if (scrollupbutton) scrollupbutton.getcomponent<button>().onclick.addlistener(() => { scrollup(); }); if (scrolldownbutton) scrolldownbutton.getcomponent<button>().onclick.addlistener(() => { scrolldown(); }); if (startingindex > -1) { startingindex = startingindex > _arrayofelements.length ? _arrayofelements.length - 1 : startingindex; snaptoelement(startingindex); } } private void addlistener(gameobject button, int index) { button.getcomponent<button>().onclick.addlistener(() => dosomething(index)); } private void dosomething( int index) { if (buttonclicked != null ) { buttonclicked.invoke(index); } } public void update() { if (_arrayofelements.length < 1) { return ; } for (var i = 0; i < elementlength; i++) { distreposition[i] = _center.getcomponent<recttransform>().position.y - _arrayofelements[i].getcomponent<recttransform>().position.y; distance[i] = mathf.abs(distreposition[i]); //magnifying effect float scale = mathf.max(0.7f, 1 / (1 + distance[i] / 200)); _arrayofelements[i].getcomponent<recttransform>().transform.localscale = new vector3(scale, scale, 1f); } float mindistance = mathf.min(distance); for (var i = 0; i < elementlength; i++) { _arrayofelements[i].getcomponent<canvasgroup>().interactable = false ; if (mindistance == distance[i]) { minelementsnum = i; _arrayofelements[i].getcomponent<canvasgroup>().interactable = true ; result = _arrayofelements[i].getcomponentinchildren<text>().text; } } scrollingelements(-_arrayofelements[minelementsnum].getcomponent<recttransform>().anchoredposition.y); } private void scrollingelements( float position) { float newy = mathf.lerp(_scrollingpanel.anchoredposition.y, position, time.deltatime * 1f); vector2 newposition = new vector2(_scrollingpanel.anchoredposition.x, newy); _scrollingpanel.anchoredposition = newposition; } public string getresults() { return result; } public void snaptoelement( int element) { float deltaelementpositiony = _arrayofelements[0].getcomponent<recttransform>().rect.height * element; vector2 newposition = new vector2(_scrollingpanel.anchoredposition.x, -deltaelementpositiony); _scrollingpanel.anchoredposition = newposition; } public void scrollup() { float deltaup = _arrayofelements[0].getcomponent<recttransform>().rect.height / 1.2f; vector2 newpositionup = new vector2(_scrollingpanel.anchoredposition.x, _scrollingpanel.anchoredposition.y - deltaup); _scrollingpanel.anchoredposition = vector2.lerp(_scrollingpanel.anchoredposition, newpositionup, 1); } public void scrolldown() { float deltadown = _arrayofelements[0].getcomponent<recttransform>().rect.height / 1.2f; vector2 newpositiondown = new vector2(_scrollingpanel.anchoredposition.x, _scrollingpanel.anchoredposition.y + deltadown); _scrollingpanel.anchoredposition = newpositiondown; } } } |
源代碼是上下滑動的,再上我改過之后的代碼,左右滑動的;
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/// credit mrs. yakayocha /// sourced from - https://www.youtube.com/channel/uchp8lz_0-icvl-5pjhatsgw /// please donate: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=rj8d9frfqf9vs using unityengine.events; namespace unityengine.ui.extensions { [requirecomponent( typeof (scrollrect))] [addcomponentmenu( "layout/extensions/vertical scroller" )] public class uiverticalscrollermove : monobehaviour { [tooltip( "scrollable area (content of desired scrollrect)" )] public recttransform _scrollingpanel; //展示面板 [tooltip( "elements to populate inside the scroller" )] public gameobject[] _arrayofelements; //長度元素 [tooltip( "center display area (position of zoomed content)" )] public recttransform _center; //位置 [tooltip( "select the item to be in center on start. (optional)" )] public int startingindex = -1; //初始指針(外界提供) [tooltip( "button to go to the next page. (optional)" )] public gameobject scrollleftbutton; //左按鈕 [tooltip( "button to go to the previous page. (optional)" )] public gameobject scrollrightbutton; //右按鈕 [tooltip( "event fired when a specific item is clicked, exposes index number of item. (optional)" )] public unityevent< int > buttonclicked; //按鈕點擊 private float [] distreposition; //長度改變 private float [] distance; //長度列表 //private int elementsdistance; private int minelementsnum; //最小元素數(shù) private int elementlength; //元素長度 //private int elementhalflength; private float deltax; //移動x private string result; //結(jié)果 public uiverticalscrollermove() { } //構(gòu)造函數(shù) public uiverticalscrollermove(recttransform scrollingpanel, gameobject[] arrayofelements, recttransform center) { _scrollingpanel = scrollingpanel; _arrayofelements = arrayofelements; _center = center; } //初始化啟動 public void awake() { var scrollrect = getcomponent<scrollrect>(); //獲取到排列 if (!_scrollingpanel) { _scrollingpanel = scrollrect.content; //如果不是展示面板,獲取該物體的可滾動的面板 } if (!_center) //如果設(shè)置不成功,打印失敗 { debug.logerror( "please define the recttransform for the center viewport of the scrollable area" ); } if (_arrayofelements == null || _arrayofelements.length == 0) { var childcount = scrollrect.content.childcount; if (childcount > 0) { _arrayofelements = new gameobject[childcount]; for ( int i = 0; i < childcount; i++) { _arrayofelements[i] = scrollrect.content.getchild(i).gameobject; } } } //獲取子物體的長度 } //初始化啟動 public void start() { if (_arrayofelements.length < 1) { debug.log( "no child content found, exiting.." ); return ; } //沒有子物體的時候,打印尋找失敗 elementlength = _arrayofelements.length; distance = new float [elementlength]; distreposition = new float [elementlength]; //通過子物體的長度定義距離長度列表與移動長度列表 //get distance between buttons //elementsdistance = (int)mathf.abs(_arrayofelements[1].getcomponent<recttransform>().anchoredposition.y - _arrayofelements[0].getcomponent<recttransform>().anchoredposition.y); deltax = _arrayofelements[0].getcomponent<recttransform>().rect.width * elementlength / 3 * 2; vector2 startposition = new vector2( -deltax,_scrollingpanel.anchoredposition.y); _scrollingpanel.anchoredposition = startposition; //獲取到更改的按鈕 for (var i = 0; i < _arrayofelements.length; i++) { addlistener(_arrayofelements[i], i); } //監(jiān)聽每個按鈕上掛載的方法 //如果左右按鈕的話,分別監(jiān)聽不同的方法 if (scrollleftbutton) scrollleftbutton.getcomponent<button>().onclick.addlistener(() => { scrollleft(); }); if (scrollrightbutton) scrollrightbutton.getcomponent<button>().onclick.addlistener(() => { scrollright(); }); //比較外界提供的初始指針并進行初始定位 if (startingindex > -1) { startingindex = startingindex > _arrayofelements.length ? _arrayofelements.length - 1 : startingindex; snaptoelement(startingindex); } } //讓該物體監(jiān)聽到自己所對應(yīng)的事件 private void addlistener(gameobject button, int index) { button.getcomponent<button>().onclick.addlistener(() => dosomething(index)); } //index按鈕對應(yīng)的點擊狀態(tài) private void dosomething( int index) { if (buttonclicked != null ) { buttonclicked.invoke(index); } } //邏輯更新 public void update() { if (_arrayofelements.length < 1) { return ; } //子物體為空的時候返回 for (var i = 0; i < elementlength; i++) { distreposition[i] = _center.getcomponent<recttransform>().position.x - _arrayofelements[i].getcomponent<recttransform>().position.x; distance[i] = mathf.abs(distreposition[i]); //magnifying effect float scale = mathf.max(0.7f, 1 / (1 + distance[i] / 200)); _arrayofelements[i].getcomponent<recttransform>().transform.localscale = new vector3(scale, scale, 1f); } //不斷更新可滑動面板下面的物體下面的動態(tài)數(shù)列 float mindistance = mathf.min(distance); //求出最小間距 for (var i = 0; i < elementlength; i++) { _arrayofelements[i].getcomponent<canvasgroup>().interactable = false ; if (mindistance == distance[i]) { minelementsnum = i; _arrayofelements[i].getcomponent<canvasgroup>().interactable = true ; result = _arrayofelements[i].getcomponentinchildren<text>().text; } } //除了被選中的物體,其余物體都是不可交互的 scrollingelements(-_arrayofelements[minelementsnum].getcomponent<recttransform>().anchoredposition.x); //不斷向著新坐標(biāo)移動 } //不斷移動坐標(biāo),保證向著目標(biāo)點移動 private void scrollingelements( float position) { float newx= mathf.lerp(_scrollingpanel.anchoredposition.x, position, time.deltatime * 1f); vector2 newposition = new vector2(newx,_scrollingpanel.anchoredposition.y); _scrollingpanel.anchoredposition = newposition; } public string getresults() { return result; } //通過指針計算該物體在坐標(biāo)欄下的位置 public void snaptoelement( int element) { float deltaelementpositionx = _arrayofelements[0].getcomponent<recttransform>().rect.width * element; vector2 newposition = new vector2(-deltaelementpositionx,_scrollingpanel.anchoredposition.y); _scrollingpanel.anchoredposition = newposition; } //左右滑動 public void scrollleft() { float deltaleft = _arrayofelements[0].getcomponent<recttransform>().rect.width / 1.2f; vector2 newpositionleft = new vector2(_scrollingpanel.anchoredposition.x-deltaleft, _scrollingpanel.anchoredposition.y); _scrollingpanel.anchoredposition = vector2.lerp(_scrollingpanel.anchoredposition,newpositionleft, 1); } public void scrollright() { float deltaright = _arrayofelements[0].getcomponent<recttransform>().rect.width / 1.2f; vector2 newpositionright = new vector2(_scrollingpanel.anchoredposition.x+deltaright, _scrollingpanel.anchoredposition.y); _scrollingpanel.anchoredposition = newpositionright; } } } |
這是可插件里面的類庫,不過核心邏輯可以用unity來重寫,以上都有注釋。
最后是引用方法:
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using system.collections; using system.collections.generic; using unityengine; using unityengine.ui; using unityengine.ui.extensions; public class scrollingcalendartest : monobehaviour { public recttransform monthsscrollingpanel; public gameobject monthsbuttonprefab; private gameobject[] monthsbuttons; public recttransform monthcenter; private int monthsset; uiverticalscrollermove monthsverticalscroller; //initialize months //生成預(yù)制體 private void initializemonths() { int [] months = new int [12]; monthsbuttons = new gameobject[months.length]; for ( int i = 0; i < months.length; i++) { string month = "" ; months[i] = i; gameobject clone = (gameobject)instantiate(monthsbuttonprefab, new vector3(i * 380,0, 0), quaternion.euler( new vector3(0, 0, 0))) as gameobject; clone.transform.setparent(monthsscrollingpanel, false ); clone.transform.localscale = new vector3(1, 1, 1); month = "" +i; clone.getcomponentinchildren<text>().text = month; clone.name = "month_" + months[i]; clone.addcomponent<canvasgroup>(); monthsbuttons[i] = clone; } } // use this for initialization public void awake() { initializemonths(); //yes unity complains about this but it doesn't matter in this case. monthsverticalscroller = new uiverticalscrollermove(monthsscrollingpanel, monthsbuttons, monthcenter); monthsverticalscroller.start(); } public void setdate() { // monthsset = int.parse(inputfieldmonths.text) - 1; monthsverticalscroller.snaptoelement(monthsset); } void update() { monthsverticalscroller.update(); string monthstring = monthsverticalscroller.getresults(); } public void monthsscrollup() { monthsverticalscroller.scrollleft(); } public void monthsscrolldown() { monthsverticalscroller.scrollright(); } } |
效果與引用:
以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持服務(wù)器之家。
原文鏈接:https://blog.csdn.net/Tel17610887670/article/details/80744574