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Unity3D UGUI缩放循环拖动卡牌 Unity3D UGUI实现缩放循环拖动卡牌展示效果

诗远 人气:0

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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