Unity跑马灯抽奖效果实现

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Unity 跑马灯抽奖效果实现

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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。

Unity跑马灯抽奖效果实现_第1张图片
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 boxList = new List();
    public List chooseBoxList = new List();
    void Start () {
        prize1 = GameObject.Find("Lucky/Bg/prize1").GetComponent();
        prize2 = GameObject.Find("Lucky/Bg/prize2").GetComponent();
        prize3 = GameObject.Find("Lucky/Bg/prize3").GetComponent();
        prize4 = GameObject.Find("Lucky/Bg/prize4").GetComponent();
        prize5 = GameObject.Find("Lucky/Bg/prize5").GetComponent();
        prize6 = GameObject.Find("Lucky/Bg/prize6").GetComponent();
        prize7 = GameObject.Find("Lucky/Bg/prize7").GetComponent();
        prize8 = GameObject.Find("Lucky/Bg/prize8").GetComponent();
        prize9 = GameObject.Find("Lucky/Bg/prize9").GetComponent();
        prize10 = GameObject.Find("Lucky/Bg/prize10").GetComponent();
        prize11 = GameObject.Find("Lucky/Bg/prize11").GetComponent();
        prize12 = GameObject.Find("Lucky/Bg/prize12").GetComponent();
        prize13 = GameObject.Find("Lucky/Bg/prize13").GetComponent();
        prize14 = GameObject.Find("Lucky/Bg/prize14").GetComponent();
        transparentBox = GameObject.Find("Bg/Transparentbox").GetComponent();
        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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