软件编程
位置:首页>> 软件编程>> C#编程>> Unity实现3D循环滚动效果

Unity实现3D循环滚动效果

作者:海涛高软  发布时间:2023-04-22 14:05:47 

标签:Unity,循环滚动

本文实例为大家分享了Unity实现3D循环滚动效果展示的具体代码,供大家参考,具体内容如下

Unity实现3D循环滚动效果

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

Unity实现3D循环滚动效果

Unity实现3D循环滚动效果

Z轴和Y轴,系数是一样的

经过上面设置,空间就摆开了

Unity实现3D循环滚动效果


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 * 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();
 }  
}
}

}

来源:https://blog.csdn.net/qq_15267341/article/details/76011321

0
投稿

猜你喜欢

手机版 软件编程 asp之家 www.aspxhome.com