您的位置:首页 > 移动开发 > Unity3D

Unity3D UGUI实现缩放循环拖动卡牌展示效果

2019-03-28 10:58 633 查看

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脚本之家。

您可能感兴趣的文章:

内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息
标签: