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最近接到一个项目,非得要百叶窗切换图片,于是乎想着快速开发的原则,先去求助百度,然后最后基本上都指定到一个大佬写的shader,然后我就下载下来尝试下,结果不是很理想,可能是我不会shader的原因,效果不是想要的,而且,似乎用代码不好控制,于是我想,要不改下算了,对,想到就去改,嗯。。。。好吧,我根本不会shader,还是写代码吧,想到百叶窗的原理,估计还是shader要快捷,算了,用rawImage也是可以设置uv的嘛
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拿到一张图,想把它百叶窗,那就是切割呗,设置好,要切割的xy,然后生成对应数量的raw,然后设置uv,这里的一开始的位置约束,我直接用了group组件来约束,然后在运行的时候进行关闭,然后对每个raw进行动画操作,动画无非就是上下,左右移动,然后就是基于哪边进行移动,所以就出了四个变量,锚点xy,移动的横竖,再加上一个速度变量,由于后期需要,我还加了一个是否消失的变量,消失的时候客户还要随机两个样式,锤死他,难为人,但还是做了,这里不细说,有兴趣的可以看代码
主要控制类
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class BaiYeChuang : MonoBehaviour {
public Vector2Int BSize;
public float speed = 1;
public GameObject pre;
public bool needLoadStart = false;
public Texture2D loadTex;
private GridLayoutGroup group;
private RectTransform rectTransform;
private RawImage[] raws;
private BYCItem[] items;
//private int count = 0,okNow = 0;
private void Start()
{
if(needLoadStart)
SetIt();
}
public void Play()
{
if(!group.enabled)
group.enabled = true;
foreach (var item in items)
{
item.Play(0,0,true,false,speed);
}
CancelInvoke();
Invoke("HideGroup", 0.05f);
}
//public void SetOkNow()
//{
// okNow++;
//}
public void PlayX()
{
if (!group.enabled)
group.enabled = true;
bool it = Random.Range(0,2) == 0;
foreach (var item in items)
{
it = !it;
item.Play(it?0:1, it ? 1 : 0, it, it, speed);
}
CancelInvoke();
Invoke("HideGroup", 0.05f);
}
public void PlayX(Texture2D tx)
{
if (!group.enabled)
group.enabled = true;
bool it = false;
bool ll = Random.Range(0, 2) == 0;
foreach (var item in items)
{
it = !it;
item.Play(it ? 0 : 1, 0, true, false, speed,tx, ll);
}
CancelInvoke();
Invoke("HideGroup", 0.05f);
}
private void HideGroup()
{
group.enabled = false;
}
public void PlayY()
{
if (!group.enabled)
group.enabled = true;
foreach (var item in items)
{
item.Play(0, 0, false, true, speed);
}
CancelInvoke();
Invoke("HideGroup", 0.05f);
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Alpha1))
{
Play();
}
if (Input.GetKeyDown(KeyCode.Alpha2))
{
PlayX();
}
if (Input.GetKeyDown(KeyCode.Alpha3))
{
PlayY();
}
}
public void SetSize()
{
for (int i = 0,j = transform.childCount; i < j; i++)
{
DestroyImmediate(transform.GetChild(0).gameObject);
}
float x = rectTransform.sizeDelta.x / BSize.x;
float y = rectTransform.sizeDelta.y / BSize.y;
group.constraintCount = BSize.x;
group.cellSize = new Vector2(x, y);
for (int i = 0,j = BSize.x * BSize.y; i < j; i++)
{
Instantiate(pre, transform);
}
//group.enabled = false;
}
[ContextMenu("更换图片")]
public void SetTex()
{
int length = transform.childCount;
float sizeZx = 1f / BSize.x;
float sizeZy = 1f / BSize.y;
int x,y = 0;
for (int i = 0; i < length; i++)
{
y = i % BSize.x;
x = i / BSize.x;
raws[i].GetComponent<BYCItem>().Init(group.cellSize,new Vector2(y * sizeZx,1 - x * sizeZy - sizeZy), new Vector2(sizeZx,sizeZy),loadTex);
//raws[i].rectTransform.sizeDelta = Vector2.zero;
//raws[i].texture = loadTex;
}
}
public void SetTexSample(Texture2D tex)
{
if(tex != null)
loadTex = tex;
foreach (var item in raws)
{
item.texture = loadTex;
}
}
private void GetRaws()
{
raws = new RawImage[BSize.x * BSize.y];
items = new BYCItem[BSize.x * BSize.y];
for (int i = 0; i < raws.Length; i++)
{
raws[i] = transform.GetChild(i).GetComponent<RawImage>();
items[i] = transform.GetChild(i).GetComponent<BYCItem>();
}
}
[ContextMenu("设置预制体")]
public void SetIt()
{
group = GetComponent<GridLayoutGroup>();
rectTransform = GetComponent<RectTransform>();
SetSize();
GetRaws();
SetTex();
}
public void ResetInfo()
{
SetSize();
GetRaws();
SetTex();
}
public void ClearTexs()
{
foreach (var item in raws)
{
item.color = Color.clear;
item.texture = null;
}
}
}
个体运动类
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
public class BYCItem : MonoBehaviour
{
public RawImage raw;
private readonly float playTime = 1;
private Vector2 size, uvXY, uvWH;
private Coroutine cor;
private float moveSpeed;
private bool left, down, heng, shu = false;
private bool backLeft, backDown, backHeng, backShu = false;
private float tim = 0;
private bool run = false,backRun = false,backRun1 = false;
//private BaiYeChuang byc;
private GridLayoutGroup grid;
private Texture2D nextT;
public void Init(Vector2 _size, Vector2 _uvXY, Vector2 _uvWH,Texture2D _tex)
{
size = _size;
uvXY = _uvXY;
uvWH = _uvWH;
raw.uvRect = new Rect(uvXY, uvWH);
raw.rectTransform.sizeDelta = Vector2.zero;
grid = GetComponentInParent<GridLayoutGroup>();
raw.texture = _tex;
if(_tex == null)
raw.color = Color.clear;
}
public void Play(int x, int y, bool xdo, bool ydo ,float speed)
{
moveSpeed = speed;
raw.rectTransform.pivot = new Vector2(x, y);
left = x == 1;
down = y == 1;
heng = xdo;
shu = ydo;
//if (cor == null)
// cor = StartCoroutine(PlayAnysc(xdo, ydo));
if(cor == null)
cor = StartCoroutine(ResetPivotAnsyc());
}
public void Play(int x, int y, bool xdo, bool ydo, float speed,Texture2D nextTex,bool rand)
{
moveSpeed = speed;
raw.rectTransform.pivot = new Vector2(x, y);
left = x == 1;
down = y == 1;
heng = xdo;
shu = ydo;
nextT = nextTex;
//if (cor == null)
// cor = StartCoroutine(PlayAnysc(xdo, ydo));
if (!backRun)
{
backLeft = false;
backDown = true;
backHeng = false;
backShu = true;
int a = Random.Range(0, 2);
backRun = rand;
backRun1 = !backRun;
tim = 1;
}
}
IEnumerator ResetPivotAnsyc()
{
raw.enabled = false;
if (nextT != null)
raw.texture = nextT;
//grid.enabled = true;
raw.rectTransform.sizeDelta = Vector2.zero;
raw.color = Color.white;
yield return new WaitForSeconds(0.1f);
//grid.enabled = false;
raw.enabled = true;
if (!run)
run = true;
cor = null;
}
IEnumerator PlayAnysc(bool x, bool y)
{
float ti = 0;
//yield return 0;
while (ti < playTime)
{
ti += Time.deltaTime * moveSpeed;
yield return 0;
raw.rectTransform.sizeDelta = new Vector2(x ? ti * size.x : size.x, y ? ti * size.y : size.y);
raw.uvRect = new Rect(new Vector2(left ? uvXY.x + (1 - ti) * uvWH.x : uvXY.x,down ? uvXY.y + (1 - ti) * uvWH.y:uvXY.y), new Vector2(x ? uvWH.x * ti : uvWH.x, y ? uvWH.y * ti : uvWH.y));
}
raw.rectTransform.sizeDelta = size;
raw.uvRect = new Rect(uvXY, uvWH);
cor = null;
}
private void LateUpdate()
{
if (run)
{
tim += Time.deltaTime * moveSpeed;
raw.rectTransform.sizeDelta = new Vector2(heng ? tim * size.x : size.x, shu ? tim * size.y : size.y);
raw.uvRect = new Rect(new Vector2(left ? uvXY.x + (1 - tim) * uvWH.x : uvXY.x, down ? uvXY.y + (1 - tim) * uvWH.y : uvXY.y), new Vector2(heng ? uvWH.x * tim : uvWH.x, shu ? uvWH.y * tim : uvWH.y));
if(tim >= 1)
{
raw.rectTransform.sizeDelta = size;
raw.uvRect = new Rect(uvXY, uvWH);
run = false;
tim = 0;
//grid.enabled = true;
}
}
if (backRun)
{
tim -= Time.deltaTime * moveSpeed;
raw.rectTransform.sizeDelta = new Vector2(backHeng ? tim * size.x : size.x, backShu ? tim * size.y : size.y);
raw.uvRect = new Rect(new Vector2(backLeft ? uvXY.x + (1 - tim) * uvWH.x : uvXY.x, backDown ? uvXY.y + (1 - tim) * uvWH.y : uvXY.y), new Vector2(backHeng ? uvWH.x * tim : uvWH.x, backShu ? uvWH.y * tim : uvWH.y));
if (tim <= 0)
{
raw.rectTransform.sizeDelta = Vector2.zero;
backRun = false;
tim = 0;
if (cor == null)
cor = StartCoroutine(ResetPivotAnsyc());
}
}
if (backRun1)
{
tim -= Time.deltaTime * moveSpeed;
if(raw.texture != null)
raw.color = Color.Lerp(Color.clear, Color.white, tim);
if (tim <= 0)
{
raw.rectTransform.sizeDelta = Vector2.zero;
backRun1 = false;
tim = 0;
if (cor == null)
cor = StartCoroutine(ResetPivotAnsyc());
}
}
}
}
这些其实就是改变那四个变量,得到的效果,哦,图片是从百度上搜到的壁纸,不太清楚有没有版权。。。
我用的2019.3.5,所以2018.3之前的预制体可能会有问题,大家可以自己进行新的预制体制作
链接:https://pan.baidu.com/s/1QdvSXsPX1DC9qoz9-bjanA
提取码:i3cu