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Unity实现3D循环滚动效果

时间:2020-11-11 11:46:35 | 栏目:.NET代码 | 点击:

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

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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