Unity UI拖拽模型选择功能

指定一块区域,玩家鼠标or手指拖拽这个区域,模型会进行偏移,并用于进行人物、道具的选择

给模型定义一些属性

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class UIModelUtil : MonoBehaviour

{

public Animator animator;

public int id;

public int index;

}

模型控制

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class UIModelControl : MonoBehaviour

{

public Transform modelsParent;

public Transform centerPos;

public float interval;

public bool loop;

List<UIModelUtil> models;

bool isPressing;

public UIDrag dragComp;

Vector3 mousePos;

private void Awake()

{

if(models == null)

{

int i = 0;

models = new List<UIModelUtil>();

foreach(UIModelUtil util in modelsParent.GetComponentsInChildren<UIModelUtil>())

{

models.Add(util);

//util.index = i;

Vector3 pos = Vector3.zero;

pos.x = i * interval;

util.transform.localPosition = pos;

i++;

}

}

}

private void Start()

{

JumpToSelect();

}

private void Update()

{

//接受拖拽事件

if (isPressing)

{

float x = GetInputDeltaX();

int dir = 0;

if (x > 0) dir = 1;

else if (x < 0) dir = -1;

//分辨率修正

if (dir == 0) return;

x = Mathf.Abs(x) / (Screen.width) * 800f;

if (x > 800f) x = 800f;

//偏移

float currectX = Mathf.Lerp(0, interval, x / 800f) * dir;

Vector3 pos = modelsParent.position;

pos.x += currectX;

Transform right = GetRight().transform;

Transform left = GetLeft().transform;

//不循环时候设置边框

if (models.Count > 2 || !loop || models.Count == 1)

{

if (right.localPosition.x + interval / 10 < -pos.x) pos.x = -(right.localPosition.x + interval / 10);

else if (left.localPosition.x - interval / 10 > -pos.x) pos.x = -(left.localPosition.x - interval / 10);

//modelsParent.position = pos;

}

//只有两个循环的时候

else if (models.Count == 2 && loop)

{

Transform selected = GetSelect().transform;

//当前是右边那个且向右拖拽

if (selected == right && dir < 0)

{

Vector3 leftPos = left.localPosition;

leftPos.x = right.localPosition.x + interval;

left.localPosition = leftPos;

}

//当前是左边那个且向左拖拽

else if (selected == left && dir > 0)

{

Vector3 rightPos = right.localPosition;

rightPos.x = left.localPosition.x - interval;

right.localPosition = rightPos;

}

}

modelsParent.position = pos;

AfterSelect();

}

}

void AfterSelect()

{

foreach(UIModelUtil util in models)

{

float dis = GetXDis(util);

//设置显示

if (dis > interval)

util.gameObject.SetActive(false);

else

{

//越靠近中间越前

util.gameObject.SetActive(true);

float t = Mathf.Abs(dis) / interval;

float y = Mathf.Lerp(centerPos.position.z, modelsParent.position.z, t);

Vector3 pos = util.transform.position;

pos.z = y;

util.transform.position = pos;

}

}

//循环时候位置修正

if (loop && models.Count > 2)

{

Transform right = GetRight().transform;

Transform left = GetLeft().transform;

Transform selected = GetSelect().transform;

if (selected == right)

{

Vector3 pos = right.position;

pos.x += interval;

left.position = pos;

}

else if (selected == left)

{

Vector3 pos = left.position;

pos.x -= interval;

right.position = pos;

}

}

//设置UI选中状况

dragComp.OnSelected(GetSelect().id, GetSelect().index);

}

//通过id选中

UIModelUtil GetById(int id)

{

if (models == null) return null;

UIModelUtil target = null;

foreach (UIModelUtil util in models)

{

if (util.id == id) return util;

}

return target;

}

//获取当前选中

UIModelUtil GetSelect()

{

if (models == null) return null;

float min = 9999;

UIModelUtil target = null;

foreach(UIModelUtil util in models)

{

float dis = Mathf.Abs( GetXDis(util));

if(dis < min)

{

target = util;

min = dis;

}

}

return target;

}

//所有模型最右边的那个

UIModelUtil GetRight()

{

if (models == null) return null;

float max = -9999;

UIModelUtil target = null;

foreach(UIModelUtil util in models)

{

float dis = util.transform.localPosition.x;

if(dis > max)

{

target = util;

max = dis;

}

}

return target;

}

//所有模型最左边的那个

UIModelUtil GetLeft()

{

if (models == null) return null;

float min = 9999;

UIModelUtil target = null;

foreach(UIModelUtil util in models)

{

float dis = util.transform.localPosition.x;

if(dis < min)

{

target = util;

min = dis;

}

}

return target;

}

//UI控件按下触发

public void OnPress()

{

if (isPressing) return;

isPressing = true;

if (Application.isEditor)

mousePos = Input.mousePosition;

else

mousePos = Input.GetTouch(0).position;

if (backing != null) StopCoroutine(backing);

}

//UI控件释放触发

public void OnRelease()

{

backing = StartCoroutine(ToSelect());

isPressing = false;

}

Coroutine backing;

//释放后偏移

IEnumerator ToSelect()

{

UIModelUtil selected = GetSelect();

float dis = GetXDis(selected);

float time = Mathf.Lerp (0, 1f, Mathf.Abs(dis) / interval);

float timer = 0;

Vector3 from = modelsParent.localPosition;

Vector3 to = from;

to.x = -selected.transform.localPosition.x;

while(timer < time)

{

timer += Time.deltaTime;

float t = timer / time;

Vector3 pos = Vector3.Lerp(from, to, t);

modelsParent.localPosition = pos;

AfterSelect();

yield return null;

}

backing = null;

}

//获取手指偏移量

float GetInputDeltaX()

{

Vector3 pos;

if (Application.isEditor)

pos = Input.mousePosition;

else

pos = Input.GetTouch(0).position;

Vector3 delta = pos - mousePos;

//Debug.Log(pos +"/"+mousePos +"/"+ delta.x);

mousePos = pos;

return delta.x;

}

//计算偏移中心位置的X轴距离

float GetXDis(UIModelUtil util)

{

return util.transform.position.x - centerPos.position.x;

}

// 跳转到选中的id

public void JumpToSelect()

{

int id = CharacterManager.characterId;

Vector3 pos = modelsParent.localPosition;

UIModelUtil selected = GetById(id);

pos.x = -selected.transform.localPosition.x;

modelsParent.localPosition = pos;

AfterSelect();

}

}

UI接受点击事件:

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

using UnityEngine.EventSystems;

public class UIDrag : MonoBehaviour,IPointerDownHandler, IPointerUpHandler

{

public UIModelControl control;

virtual public void OnPointerDown(PointerEventData data)

{

control.OnPress();

}

virtual public void OnPointerUp(PointerEventData data)

{

control.OnRelease();

}

virtual public void OnSelected(int id, int index)

{

}

}

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