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Unity实现跑马灯抽奖效果

2020-01-24 00:10:03
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Unity 跑马灯抽奖效果实现代码,供大家参考,具体内容如下

这边用到插件是NGUI+Dotween,思路简单说下:先排版,通过移动图片蒙版来实现效果。
下面是排版和文件目录。


代码部分是通过余数去确认停的位置,boxlist通过unity拖拉加入数据,chooseBoxList直接通过余数判断添加。
代码量很少,稍微看下就明白了。

直接上代码了:

using System;using System.Collections;using System.Collections.Generic;using DG.Tweening;using UnityEngine;public class goLuckyDraw : MonoBehaviour{  private int index = 23;  //index%12 来判断停在哪个位置 // Use this for initialization  private UISprite prize1,prize2,prize3,prize4,prize5,prize6,prize7,prize8,prize9,prize10,prize11,prize12, prize13, prize14;  private UISprite transparentBox;  public List<Transform> boxList = new List<Transform>();  public List<Transform> chooseBoxList = new List<Transform>();  void Start () {    prize1 = GameObject.Find("Lucky/Bg/prize1").GetComponent<UISprite>();    prize2 = GameObject.Find("Lucky/Bg/prize2").GetComponent<UISprite>();    prize3 = GameObject.Find("Lucky/Bg/prize3").GetComponent<UISprite>();    prize4 = GameObject.Find("Lucky/Bg/prize4").GetComponent<UISprite>();    prize5 = GameObject.Find("Lucky/Bg/prize5").GetComponent<UISprite>();    prize6 = GameObject.Find("Lucky/Bg/prize6").GetComponent<UISprite>();    prize7 = GameObject.Find("Lucky/Bg/prize7").GetComponent<UISprite>();    prize8 = GameObject.Find("Lucky/Bg/prize8").GetComponent<UISprite>();    prize9 = GameObject.Find("Lucky/Bg/prize9").GetComponent<UISprite>();    prize10 = GameObject.Find("Lucky/Bg/prize10").GetComponent<UISprite>();    prize11 = GameObject.Find("Lucky/Bg/prize11").GetComponent<UISprite>();    prize12 = GameObject.Find("Lucky/Bg/prize12").GetComponent<UISprite>();    prize13 = GameObject.Find("Lucky/Bg/prize13").GetComponent<UISprite>();    prize14 = GameObject.Find("Lucky/Bg/prize14").GetComponent<UISprite>();    transparentBox = GameObject.Find("Bg/Transparentbox").GetComponent<UISprite>();    transparentBox.gameObject.SetActive(false);    //获取需要监听的按钮对象    GameObject button = GameObject.Find("Lucky/Bg/start");    //设置这个按钮的监听,指向本类的ButtonClick方法中。    UIEventListener.Get(button).onClick = StartLuckyDraw;    chooseIndex(index);    // StartLuckyDraw();     }  IEnumerator Move( )  {    float time;        for (int i = 0; i < boxList.Count; i++)    {      time = Mathf.Lerp(0.04f, 0.05f, 0.05f*i);      Debug.Log("---time----="+time);      transparentBox.transform.DOLocalMove(boxList[i].localPosition, time);      yield return new WaitForSeconds(0.05f);    }    for (int i = 0; i < boxList.Count; i++)    {      time = Mathf.Lerp(0.05f, 0.065f, 0.05f * i);      Debug.Log("---time3----=" + time);      transparentBox.transform.DOLocalMove(boxList[i].localPosition, time);      yield return new WaitForSeconds(0.05f);    }    for (int i = 0; i < boxList.Count; i++)    {      time = Mathf.Lerp(0.065f, 0.08f, 0.05f * i);      Debug.Log("---time2----=" + time);      transparentBox.transform.DOLocalMove(boxList[i].localPosition, time);      yield return new WaitForSeconds(0.05f);    }    for (int i = 0; i < chooseBoxList.Count; i++)    {      transparentBox.transform.DOLocalMove(chooseBoxList[i].localPosition,0.1f);      yield return new WaitForSeconds(0.1f);    }    yield return new WaitForSeconds(2f);    transparentBox.gameObject.SetActive(false);  }  private void chooseIndex(int index)  {    chooseBoxList.Clear();    for (int i = 0; i < index % 12; i++)    {      chooseBoxList.Add(boxList[i]);    }  }  private void StartLuckyDraw(GameObject go)  {    transparentBox.gameObject.SetActive(true);    StartCoroutine(Move());  }  void Update () {  }}

代码很糙,大家自己完善吧!

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