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Unity实现3D循环滚动效果

2020-01-24 00:08:56
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本文实例为大家分享了Unity实现3D循环滚动效果展示的具体代码,供大家参考,具体内容如下

然后通过SetDepthAndPosition这个方法,实现图片的空间空间展开

Z轴和Y轴,系数是一样的

经过上面设置,空间就摆开了

using UnityEngine;using System.Collections;using System.Collections.Generic;public class SelectRole : MonoBehaviour { public GameObject rolesObj; private int _half = 0;//一侧的卡片数 private int _movX = 150;//X轴移动距离 private int _movY = 50;//Y轴移动距离 private int _movZ = 60;//Z轴移动距离 private int count = 3;//组件数 private List<RoleItem> _roleList = new List<RoleItem>(); // Use this for initialization void Start () {  //加载图片  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++)  {      //加载角色图片预设   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;   //设置角色卡片排序命名   role.name = maxDepth.ToString();   if (i > 0)   {    //奇数设置为右边,下标为正数    if (i % 2 == 1)    {     maxDepth--;     role.name = maxDepth.ToString();    }    //偶数设置为左边,下标为负数    else    {     role.name = "-" + maxDepth.ToString();    }   }   SetDepthAndPosition(item,0,0);   _roleList.Add(item);  }   } private void SetDepthAndPosition(RoleItem role,int dir,int index) {  int indexDepth = 0;  //左右移动后,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> /// 左边 /// </summary> public void LeftClick() {  //重新排列顺序  foreach (RoleItem role in _roleList)  {   int index = int.Parse(role.name);   print(index);   SetDepthAndPosition(role,1,++index);  }  } /// <summary> /// 右边 /// </summary> public void RightClick() {  //重新排列顺序  foreach (RoleItem role in _roleList)  {   int index = int.Parse(role.name);   SetDepthAndPosition(role,-1,--index);  } } /// <summary> /// 鼠标选中某个角色 /// </summary> public void RoleToggleChange() {   if(UIToggle.current.value)  {   int index = int.Parse(UIToggle.current.name);   int moveCount = _half - System.Math.Abs(index);//移动个数   for (int i = 0; i < moveCount;i++ )   {    if (index > 0)     LeftClick();    else     RightClick();   }     } }}

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