Unity3D UGUI实现缩放循环拖动卡牌展示效果

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;

}

}

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