Unity實現(xiàn)卡牌翻動效果
更新時間:2019年02月23日 08:47:14 作者:楊亞東
這篇文章主要為大家詳細介紹了Unity實現(xiàn)卡牌翻動效果,具有一定的參考價值,感興趣的小伙伴們可以參考一下
本文實例為大家分享了Unity實現(xiàn)卡牌翻動效果展示的具體代碼,供大家參考,具體內(nèi)容如下
事實上這是項目需要,我改的一個代碼,實際上就是利用unity的一些基礎(chǔ)屬性實現(xiàn)其效果。啥也不多說了,先上原代碼:
/// Credit Mrs. YakaYocha
/// Sourced from - https://www.youtube.com/channel/UCHp8LZ_0-iCvl-5pjHATsgw
/// Please donate: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=RJ8D9FRFQF9VS
using UnityEngine.Events;
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(ScrollRect))]
[AddComponentMenu("Layout/Extensions/Vertical Scroller")]
public class UIVerticalScroller : MonoBehaviour
{
[Tooltip("Scrollable area (content of desired ScrollRect)")]
public RectTransform _scrollingPanel;
[Tooltip("Elements to populate inside the scroller")]
public GameObject[] _arrayOfElements;
[Tooltip("Center display area (position of zoomed content)")]
public RectTransform _center;
[Tooltip("Select the item to be in center on start. (optional)")]
public int StartingIndex = -1;
[Tooltip("Button to go to the next page. (optional)")]
public GameObject ScrollUpButton;
[Tooltip("Button to go to the previous page. (optional)")]
public GameObject ScrollDownButton;
[Tooltip("Event fired when a specific item is clicked, exposes index number of item. (optional)")]
public UnityEvent<int> ButtonClicked;
private float[] distReposition;
private float[] distance;
//private int elementsDistance;
private int minElementsNum;
private int elementLength;
//private int elementHalfLength;
private float deltaY;
private string result;
public UIVerticalScroller() { }
public UIVerticalScroller(RectTransform scrollingPanel, GameObject[] arrayOfElements, RectTransform center)
{
_scrollingPanel = scrollingPanel;
_arrayOfElements = arrayOfElements;
_center = center;
}
public void Awake()
{
var scrollRect = GetComponent<ScrollRect>();
if (!_scrollingPanel)
{
_scrollingPanel = scrollRect.content;
}
if (!_center)
{
Debug.LogError("Please define the RectTransform for the Center viewport of the scrollable area");
}
if (_arrayOfElements == null || _arrayOfElements.Length == 0)
{
var childCount = scrollRect.content.childCount;
if (childCount > 0)
{
_arrayOfElements = new GameObject[childCount];
for (int i = 0; i < childCount; i++)
{
_arrayOfElements[i] = scrollRect.content.GetChild(i).gameObject;
}
}
}
}
public void Start()
{
if (_arrayOfElements.Length < 1)
{
Debug.Log("No child content found, exiting..");
return;
}
elementLength = _arrayOfElements.Length;
distance = new float[elementLength];
distReposition = new float[elementLength];
//get distance between buttons
//elementsDistance = (int)Mathf.Abs(_arrayOfElements[1].GetComponent<RectTransform>().anchoredPosition.y - _arrayOfElements[0].GetComponent<RectTransform>().anchoredPosition.y);
deltaY = _arrayOfElements[0].GetComponent<RectTransform>().rect.height * elementLength / 3 * 2;
Vector2 startPosition = new Vector2(_scrollingPanel.anchoredPosition.x, -deltaY);
_scrollingPanel.anchoredPosition = startPosition;
for (var i = 0; i < _arrayOfElements.Length; i++)
{
AddListener(_arrayOfElements[i], i);
}
if (ScrollUpButton)
ScrollUpButton.GetComponent<Button>().onClick.AddListener(() => { ScrollUp(); });
if (ScrollDownButton)
ScrollDownButton.GetComponent<Button>().onClick.AddListener(() => { ScrollDown(); });
if (StartingIndex > -1)
{
StartingIndex = StartingIndex > _arrayOfElements.Length ? _arrayOfElements.Length - 1 : StartingIndex;
SnapToElement(StartingIndex);
}
}
private void AddListener(GameObject button, int index)
{
button.GetComponent<Button>().onClick.AddListener(() => DoSomething(index));
}
private void DoSomething(int index)
{
if (ButtonClicked != null)
{
ButtonClicked.Invoke(index);
}
}
public void Update()
{
if (_arrayOfElements.Length < 1)
{
return;
}
for (var i = 0; i < elementLength; i++)
{
distReposition[i] = _center.GetComponent<RectTransform>().position.y - _arrayOfElements[i].GetComponent<RectTransform>().position.y;
distance[i] = Mathf.Abs(distReposition[i]);
//Magnifying effect
float scale = Mathf.Max(0.7f, 1 / (1 + distance[i] / 200));
_arrayOfElements[i].GetComponent<RectTransform>().transform.localScale = new Vector3(scale, scale, 1f);
}
float minDistance = Mathf.Min(distance);
for (var i = 0; i < elementLength; i++)
{
_arrayOfElements[i].GetComponent<CanvasGroup>().interactable = false;
if (minDistance == distance[i])
{
minElementsNum = i;
_arrayOfElements[i].GetComponent<CanvasGroup>().interactable = true;
result = _arrayOfElements[i].GetComponentInChildren<Text>().text;
}
}
ScrollingElements(-_arrayOfElements[minElementsNum].GetComponent<RectTransform>().anchoredPosition.y);
}
private void ScrollingElements(float position)
{
float newY = Mathf.Lerp(_scrollingPanel.anchoredPosition.y, position, Time.deltaTime * 1f);
Vector2 newPosition = new Vector2(_scrollingPanel.anchoredPosition.x, newY);
_scrollingPanel.anchoredPosition = newPosition;
}
public string GetResults()
{
return result;
}
public void SnapToElement(int element)
{
float deltaElementPositionY = _arrayOfElements[0].GetComponent<RectTransform>().rect.height * element;
Vector2 newPosition = new Vector2(_scrollingPanel.anchoredPosition.x, -deltaElementPositionY);
_scrollingPanel.anchoredPosition = newPosition;
}
public void ScrollUp()
{
float deltaUp = _arrayOfElements[0].GetComponent<RectTransform>().rect.height / 1.2f;
Vector2 newPositionUp = new Vector2(_scrollingPanel.anchoredPosition.x, _scrollingPanel.anchoredPosition.y - deltaUp);
_scrollingPanel.anchoredPosition = Vector2.Lerp(_scrollingPanel.anchoredPosition, newPositionUp, 1);
}
public void ScrollDown()
{
float deltaDown = _arrayOfElements[0].GetComponent<RectTransform>().rect.height / 1.2f;
Vector2 newPositionDown = new Vector2(_scrollingPanel.anchoredPosition.x, _scrollingPanel.anchoredPosition.y + deltaDown);
_scrollingPanel.anchoredPosition = newPositionDown;
}
}
}
源代碼是上下滑動的,再上我改過之后的代碼,左右滑動的;
/// Credit Mrs. YakaYocha
/// Sourced from - https://www.youtube.com/channel/UCHp8LZ_0-iCvl-5pjHATsgw
/// Please donate: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=RJ8D9FRFQF9VS
using UnityEngine.Events;
namespace UnityEngine.UI.Extensions
{
[RequireComponent(typeof(ScrollRect))]
[AddComponentMenu("Layout/Extensions/Vertical Scroller")]
public class UIVerticalScrollerMove : MonoBehaviour
{
[Tooltip("Scrollable area (content of desired ScrollRect)")]
public RectTransform _scrollingPanel;//展示面板
[Tooltip("Elements to populate inside the scroller")]
public GameObject[] _arrayOfElements;//長度元素
[Tooltip("Center display area (position of zoomed content)")]
public RectTransform _center;//位置
[Tooltip("Select the item to be in center on start. (optional)")]
public int StartingIndex = -1;//初始指針(外界提供)
[Tooltip("Button to go to the next page. (optional)")]
public GameObject ScrollLeftButton;//左按鈕
[Tooltip("Button to go to the previous page. (optional)")]
public GameObject ScrollRightButton;//右按鈕
[Tooltip("Event fired when a specific item is clicked, exposes index number of item. (optional)")]
public UnityEvent<int> ButtonClicked;//按鈕點擊
private float[] distReposition;//長度改變
private float[] distance;//長度列表
//private int elementsDistance;
private int minElementsNum;//最小元素數(shù)
private int elementLength;//元素長度
//private int elementHalfLength;
private float deltaX;//移動x
private string result;//結(jié)果
public UIVerticalScrollerMove() { }//構(gòu)造函數(shù)
public UIVerticalScrollerMove(RectTransform scrollingPanel, GameObject[] arrayOfElements, RectTransform center)
{
_scrollingPanel = scrollingPanel;
_arrayOfElements = arrayOfElements;
_center = center;
}
//初始化啟動
public void Awake()
{
var scrollRect = GetComponent<ScrollRect>();//獲取到排列
if (!_scrollingPanel)
{
_scrollingPanel = scrollRect.content;//如果不是展示面板,獲取該物體的可滾動的面板
}
if (!_center)//如果設(shè)置不成功,打印失敗
{
Debug.LogError("Please define the RectTransform for the Center viewport of the scrollable area");
}
if (_arrayOfElements == null || _arrayOfElements.Length == 0)
{
var childCount = scrollRect.content.childCount;
if (childCount > 0)
{
_arrayOfElements = new GameObject[childCount];
for (int i = 0; i < childCount; i++)
{
_arrayOfElements[i] = scrollRect.content.GetChild(i).gameObject;
}
}
}//獲取子物體的長度
}
//初始化啟動
public void Start()
{
if (_arrayOfElements.Length < 1)
{
Debug.Log("No child content found, exiting..");
return;
}//沒有子物體的時候,打印尋找失敗
elementLength = _arrayOfElements.Length;
distance = new float[elementLength];
distReposition = new float[elementLength];//通過子物體的長度定義距離長度列表與移動長度列表
//get distance between buttons
//elementsDistance = (int)Mathf.Abs(_arrayOfElements[1].GetComponent<RectTransform>().anchoredPosition.y - _arrayOfElements[0].GetComponent<RectTransform>().anchoredPosition.y);
deltaX = _arrayOfElements[0].GetComponent<RectTransform>().rect.width * elementLength / 3 * 2;
Vector2 startPosition = new Vector2( -deltaX,_scrollingPanel.anchoredPosition.y);
_scrollingPanel.anchoredPosition = startPosition;//獲取到更改的按鈕
for (var i = 0; i < _arrayOfElements.Length; i++)
{
AddListener(_arrayOfElements[i], i);
}//監(jiān)聽每個按鈕上掛載的方法
//如果左右按鈕的話,分別監(jiān)聽不同的方法
if (ScrollLeftButton)
ScrollLeftButton.GetComponent<Button>().onClick.AddListener(() => { ScrollLeft(); });
if (ScrollRightButton)
ScrollRightButton.GetComponent<Button>().onClick.AddListener(() => { ScrollRight(); });
//比較外界提供的初始指針并進行初始定位
if (StartingIndex > -1)
{
StartingIndex = StartingIndex > _arrayOfElements.Length ? _arrayOfElements.Length - 1 : StartingIndex;
SnapToElement(StartingIndex);
}
}
//讓該物體監(jiān)聽到自己所對應(yīng)的事件
private void AddListener(GameObject button, int index)
{
button.GetComponent<Button>().onClick.AddListener(() => DoSomething(index));
}
//index按鈕對應(yīng)的點擊狀態(tài)
private void DoSomething(int index)
{
if (ButtonClicked != null)
{
ButtonClicked.Invoke(index);
}
}
//邏輯更新
public void Update()
{
if (_arrayOfElements.Length < 1)
{
return;
}//子物體為空的時候返回
for (var i = 0; i < elementLength; i++)
{
distReposition[i] = _center.GetComponent<RectTransform>().position.x - _arrayOfElements[i].GetComponent<RectTransform>().position.x;
distance[i] = Mathf.Abs(distReposition[i]);
//Magnifying effect
float scale = Mathf.Max(0.7f, 1 / (1 + distance[i] / 200));
_arrayOfElements[i].GetComponent<RectTransform>().transform.localScale = new Vector3(scale, scale, 1f);
}//不斷更新可滑動面板下面的物體下面的動態(tài)數(shù)列
float minDistance = Mathf.Min(distance);//求出最小間距
for (var i = 0; i < elementLength; i++)
{
_arrayOfElements[i].GetComponent<CanvasGroup>().interactable = false;
if (minDistance == distance[i])
{
minElementsNum = i;
_arrayOfElements[i].GetComponent<CanvasGroup>().interactable = true;
result = _arrayOfElements[i].GetComponentInChildren<Text>().text;
}
}//除了被選中的物體,其余物體都是不可交互的
ScrollingElements(-_arrayOfElements[minElementsNum].GetComponent<RectTransform>().anchoredPosition.x);//不斷向著新坐標移動
}
//不斷移動坐標,保證向著目標點移動
private void ScrollingElements(float position)
{
float newX= Mathf.Lerp(_scrollingPanel.anchoredPosition.x, position, Time.deltaTime * 1f);
Vector2 newPosition = new Vector2(newX,_scrollingPanel.anchoredPosition.y);
_scrollingPanel.anchoredPosition = newPosition;
}
public string GetResults()
{
return result;
}
//通過指針計算該物體在坐標欄下的位置
public void SnapToElement(int element)
{
float deltaElementPositionX = _arrayOfElements[0].GetComponent<RectTransform>().rect.width * element;
Vector2 newPosition = new Vector2(-deltaElementPositionX,_scrollingPanel.anchoredPosition.y);
_scrollingPanel.anchoredPosition = newPosition;
}
//左右滑動
public void ScrollLeft()
{
float deltaLeft = _arrayOfElements[0].GetComponent<RectTransform>().rect.width / 1.2f;
Vector2 newPositionLeft = new Vector2(_scrollingPanel.anchoredPosition.x-deltaLeft, _scrollingPanel.anchoredPosition.y);
_scrollingPanel.anchoredPosition = Vector2.Lerp(_scrollingPanel.anchoredPosition,newPositionLeft, 1);
}
public void ScrollRight()
{
float deltaRight = _arrayOfElements[0].GetComponent<RectTransform>().rect.width / 1.2f;
Vector2 newPositionRight = new Vector2(_scrollingPanel.anchoredPosition.x+deltaRight, _scrollingPanel.anchoredPosition.y);
_scrollingPanel.anchoredPosition = newPositionRight;
}
}
}
這是可插件里面的類庫,不過核心邏輯可以用Unity來重寫,以上都有注釋。
最后是引用方法:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.UI.Extensions;
public class ScrollingCalendarTest : MonoBehaviour {
public RectTransform monthsScrollingPanel;
public GameObject monthsButtonPrefab;
private GameObject[] monthsButtons;
public RectTransform monthCenter;
private int monthsSet;
UIVerticalScrollerMove monthsVerticalScroller;
//Initialize Months
//生成預(yù)制體
private void InitializeMonths()
{
int[] months = new int[12];
monthsButtons = new GameObject[months.Length];
for (int i = 0; i < months.Length; i++)
{
string month = "";
months[i] = i;
GameObject clone = (GameObject)Instantiate(monthsButtonPrefab, new Vector3(i * 380,0, 0), Quaternion.Euler(new Vector3(0, 0, 0))) as GameObject;
clone.transform.SetParent(monthsScrollingPanel, false);
clone.transform.localScale = new Vector3(1, 1, 1);
month = ""+i;
clone.GetComponentInChildren<Text>().text = month;
clone.name = "Month_" + months[i];
clone.AddComponent<CanvasGroup>();
monthsButtons[i] = clone;
}
}
// Use this for initialization
public void Awake()
{
InitializeMonths();
//Yes Unity complains about this but it doesn't matter in this case.
monthsVerticalScroller = new UIVerticalScrollerMove(monthsScrollingPanel, monthsButtons, monthCenter);
monthsVerticalScroller.Start();
}
public void SetDate()
{
// monthsSet = int.Parse(inputFieldMonths.text) - 1;
monthsVerticalScroller.SnapToElement(monthsSet);
}
void Update()
{
monthsVerticalScroller.Update();
string monthString = monthsVerticalScroller.GetResults();
}
public void MonthsScrollUp()
{
monthsVerticalScroller.ScrollLeft();
}
public void MonthsScrollDown()
{
monthsVerticalScroller.ScrollRight();
}
}
效果與引用:


以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
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