Unity3D UGUI实现缩放循环拖动卡牌展示效果

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_第1张图片

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:

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 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(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(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(GameObject go) where T : Component
  {
    if (go == null) return null;
    var comp = go.GetComponent();
 
    if (comp != null)
      return comp;
 
    Transform t = go.transform.parent;
    while (t != null && comp == null)
    {
      comp = t.gameObject.GetComponent();
      t = t.parent;
    }
    return comp;
  }
}

2.卡牌组件

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();
    mImage.sprite = Resources.Load(string.Format("Texture/card_bg_big_{0}", cardIndex % 6 + 1));
    this.gameObject.GetComponent

3.自定义的ScrollView组件

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 scrollViewItems = new List();
  private List imageTargets = new List();
 
  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();
 
    int centerIndex = scrollViewItems.Count / 2;
    for (int i = 0; i < scrollViewItems.Count; i++)
    {
      scrollViewItems[i].scrollViewItemIndex = i;
      Image tempImage = scrollViewItems[i].gameObject.GetComponent();
      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();
        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
  {
    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_第2张图片

代码如下

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.horizontalNormalizedPosition =0;
 }
 // Use this for initialization
 void Start () {
  Button[] button = scrollRect.content.GetComponentsInChildren

Unity3D UGUI实现缩放循环拖动卡牌展示效果_第3张图片

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().anchoredPosition = new Vector3((i - currentIndex) * DistancesNum, 0, 0);
  }
  int num = 0;
  for (int i = currentIndex; i >= 0; i--)
  {
   images[i].GetComponent().anchoredPosition = new Vector3(-num * DistancesNum, 0, 0);
   num++;
  }
  foreach (var item in images)
  {
   if (item != images[currentIndex])
   {
    item.GetComponent().localScale = new Vector3(min, min);
    item.GetComponent().color = new Color(1, 1, 1, Alpha);
   }
   else
   {
    item.GetComponent().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()).DOAnchorPosX(item.GetComponent().anchoredPosition.x- DistancesNum, speed); 
   }
   images[currentIndex].GetComponent().color = new Color(1, 1, 1, Alpha);
   images[currentIndex].GetComponent().DOScale(min, speed);
   currentIndex += 1;
   images[currentIndex].GetComponent().DOScale(max, speed);
   images[currentIndex].GetComponent().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()).DOAnchorPosX(item.GetComponent().anchoredPosition.x + DistancesNum, speed); 
   }
   images[currentIndex].GetComponent().DOScale(min, speed);
   images[currentIndex].GetComponent().color = new Color(1, 1, 1, Alpha);
   currentIndex -= 1;
    images[currentIndex].GetComponent().DOScale(max, speed);
   images[currentIndex].GetComponent().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脚本之家。

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