效果图:
使用的是UGUI和DOTween
其中比较关键的是循环滑动和层次排序:
1.循环滑动:这里先假设显示五张图片,分别标记为0,1,2,3,4,那么当向左滑动时,序列就变为1,2,3,4,0,这里先保存4的位置,然后从4开始,4的位置和大小向3渐变,3的位置和大小向2渐变,2的位置和大小向1渐变,1的位置和大小向0渐变,0的位置直接变为原来保存的4的位置。也就是说,当向左滑动时,最左端的那张图片特殊处理,其余的向左推进;当向右滑动时,最右端的那张图片特殊处理,其余的向右推进。
2.层次排序:由于使用的是UGUI,UI的排序跟在Hierarchy的位置有关。如果图片缩放得越小,就认为它越远离屏幕,因此就越靠前,会被后面的图片遮住。注意的是在缩放动画播放时,localScale是不确定的,因此要直接将当前位置的下一个位置的localScale传入,从而计算图片的”深度”。还有就是使用SetSiblingIndex时要完全确定好所有图片的排序。
using UnityEngine;
using System.Collections.Generic;
using DG.Tweening;
public class ScrollView : MonoBehaviour {
public int xOffset = 1;//x轴偏移
public int yOffset = 0;//y轴偏移
public float scale = 0.8f;//缩放倍数
public float time = 0.5f;//偏移与缩放动画的播放时间
private int left;//最左端的编号
private int right;//最右端的编号
public int itemAmount = 5;//展示的图片数
public Vector3 middlePos;//最中间的位置
public GameObject itemPrefab;
private GameObject canvas;
private GameObject[] sortArray;
private List list = new List();
private void InstantiateItem(Vector3 pos,float scale)
{
GameObject go = Instantiate(itemPrefab) as GameObject;
go.transform.SetParent(canvas.transform);
go.transform.localPosition = pos;
go.transform.localScale *= scale;
InsertToSortArray(go, go.transform.localScale.x);
list.Add(go);
}
public void Init()
{
left = 0;
right = itemAmount - 1;
canvas = GameObject.Find("Canvas");
sortArray = new GameObject[itemAmount];
int oneSideAmount = (itemAmount - 1) / 2;
for(int i = oneSideAmount;i >= 1;i--)
{
Vector3 pos = middlePos + new Vector3(i * xOffset,i * yOffset,0) * -1;
InstantiateItem(pos,Mathf.Pow(scale,i));
}
InstantiateItem(middlePos,1);
for(int i = 1;i <= oneSideAmount;i++)
{
Vector3 pos = middlePos + new Vector3(i * xOffset,i * yOffset,0);
InstantiateItem(pos,Mathf.Pow(scale,i));
}
Sort();
}
///
/// 根据缩放倍数计算深度
///
///
///
private int CalculateDepth(float scaleNum)
{
float num = 0;
int i = 0;
while (true)
{
num = Mathf.Pow(scale, i);
if (num != scaleNum) i++;
else break;
}
return i;
}
///
/// 插入到排序数组中,数组序号越低,则越远离屏幕
///
///
///
private void InsertToSortArray(GameObject go, float localScaleX)
{
int depth = CalculateDepth(localScaleX);
depth = itemAmount / 2 - depth;
if (depth == itemAmount / 2)
sortArray[depth * 2] = go;
else if (sortArray[depth] == null)
sortArray[depth] = go;
else
sortArray[depth + itemAmount / 2] = go;
}
private void Sort()
{
for (int i = 0; i < itemAmount; i++)
{
sortArray[i].transform.SetSiblingIndex(i);
}
sortArray = new GameObject[itemAmount];
}
public void Move(int direction)
{
if(direction == -1)//向左滑动
{
int startIndex = left;
int lastIndex = right;
Vector3 lastPos = list[lastIndex].transform.position;
InsertToSortArray(list[startIndex], list[startIndex].transform.localScale.x);
for (int i = 0; i < itemAmount - 1;i++ )
{
int index = (lastIndex - i + itemAmount) % itemAmount;
int preIndex = (index - 1 + itemAmount) % itemAmount;
list[index].transform.DOMove(list[preIndex].transform.position,time);
list[index].transform.DOScale(list[preIndex].transform.localScale,time);
InsertToSortArray(list[index], list[preIndex].transform.localScale.x);
}
list[startIndex].transform.DOMove(lastPos,time);
left = (left + 1) % itemAmount;
right = (right + 1) % itemAmount;
}
else if (direction == 1)//向右滑动
{
int startIndex = right;
int lastIndex = left;
Vector3 lastPos = list[lastIndex].transform.position;
InsertToSortArray(list[startIndex], list[startIndex].transform.localScale.x);
for (int i = 0; i < itemAmount - 1; i++)
{
int index = (lastIndex + i + itemAmount) % itemAmount;
int preIndex = (index + 1 + itemAmount) % itemAmount;
list[index].transform.DOMove(list[preIndex].transform.position, time);
list[index].transform.DOScale(list[preIndex].transform.localScale, time);
InsertToSortArray(list[index], list[preIndex].transform.localScale.x);
}
list[startIndex].transform.DOMove(lastPos, time);
left = (left - 1 + itemAmount) % itemAmount;
right = (right - 1 + itemAmount) % itemAmount;
}
Sort();
}
}
原文:http://blog.csdn.net/lyh916/article/details/46984789