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Unity實(shí)現(xiàn)3D循環(huán)滾動(dòng)效果

 更新時(shí)間:2021年02月23日 16:48:23   作者:海濤高軟  
這篇文章主要為大家詳細(xì)介紹了Unity實(shí)現(xiàn)3D循環(huán)滾動(dòng)效果,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下

本文實(shí)例為大家分享了Unity實(shí)現(xiàn)3D循環(huán)滾動(dòng)效果展示的具體代碼,供大家參考,具體內(nèi)容如下

然后通過SetDepthAndPosition這個(gè)方法,實(shí)現(xiàn)圖片的空間空間展開

Z軸和Y軸,系數(shù)是一樣的

經(jīng)過上面設(shè)置,空間就擺開了

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class SelectRole : MonoBehaviour {
 public GameObject rolesObj;
 private int _half = 0;//一側(cè)的卡片數(shù)
 private int _movX = 150;//X軸移動(dòng)距離
 private int _movY = 50;//Y軸移動(dòng)距離
 private int _movZ = 60;//Z軸移動(dòng)距離
 private int count = 3;//組件數(shù)
 private List<RoleItem> _roleList = new List<RoleItem>();

 // Use this for initialization
 void Start () {
 //加載圖片
 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++)
 {  
  //加載角色圖片預(yù)設(shè)
  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;

  //設(shè)置角色卡片排序命名
  role.name = maxDepth.ToString();
  if (i > 0)
  {
  //奇數(shù)設(shè)置為右邊,下標(biāo)為正數(shù)
  if (i % 2 == 1)
  {
   maxDepth--;
   role.name = maxDepth.ToString();
  }
  //偶數(shù)設(shè)置為左邊,下標(biāo)為負(fù)數(shù)
  else
  {
   role.name = "-" + maxDepth.ToString();
  }
  }

  SetDepthAndPosition(item,0,0);
  _roleList.Add(item);
 } 
 }


 private void SetDepthAndPosition(RoleItem role,int dir,int index)
 {
 int indexDepth = 0;
 //左右移動(dòng)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>
 /// 左邊
 /// </summary>
 public void LeftClick()
 {
 //重新排列順序
 foreach (RoleItem role in _roleList)
 {
  int index = int.Parse(role.name);
  print(index);
  SetDepthAndPosition(role,1,++index);
 } 
 }

 /// <summary>
 /// 右邊
 /// </summary>
 public void RightClick()
 {
 //重新排列順序
 foreach (RoleItem role in _roleList)
 {
  int index = int.Parse(role.name);
  SetDepthAndPosition(role,-1,--index);
 }
 }

 /// <summary>
 /// 鼠標(biāo)選中某個(gè)角色
 /// </summary>
 public void RoleToggleChange()
 { 
 if(UIToggle.current.value)
 {
  int index = int.Parse(UIToggle.current.name);
  int moveCount = _half - System.Math.Abs(index);//移動(dòng)個(gè)數(shù)
  for (int i = 0; i < moveCount;i++ )
  {
  if (index > 0)
   LeftClick();
  else
   RightClick();
  }  
 }
 }

}

以上就是本文的全部內(nèi)容,希望對(duì)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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