Unity 3D循环滚动效果


Unity 3D循环滚动效果_第1张图片


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


Unity 3D循环滚动效果_第2张图片



Unity 3D循环滚动效果_第3张图片


Z轴和Y轴,系数是一样的


经过上面设置,空间就摆开了


Unity 3D循环滚动效果_第4张图片



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 _roleList = new List();

    // 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().onChange , RoleToggleChange);

            RoleItem item = role.GetComponent();            
            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();
        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().value = indexDepth == _half ? true:false;
        tp.PlayForward();
    }

    /// 
    /// 左边
    /// 
    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);
        } 
    }

    /// 
    /// 右边
    /// 
    public void RightClick()
    {
        //重新排列顺序
        foreach (RoleItem role in _roleList)
        {
            int index = int.Parse(role.name);
            SetDepthAndPosition(role,-1,--index);
        }
    }

    /// 
    /// 鼠标选中某个角色
    /// 
    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();
            }           
        }
    }

}



FR:海涛高软(hunk Xu)

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