Unity实现3D循环滚动效果

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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