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Unity3D UGUI实现缩放循环拖动卡牌展示效果

时间:2022-03-11 12:54     来源/作者:诗远

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。 

Unity3D UGUI实现缩放循环拖动卡牌展示效果

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:

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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

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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

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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

Unity3D UGUI实现缩放循环拖动卡牌展示效果

Unity3D UGUI实现缩放循环拖动卡牌展示效果

代码如下

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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);
 
   }
  }
 
 }

Unity3D UGUI实现缩放循环拖动卡牌展示效果

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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;
 }
}

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。

原文链接:https://blog.csdn.net/qq_36848370/article/details/82800849

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