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本文實(shí)例為大家分享了UGUI實(shí)現(xiàn)卡片橢圓方向滾動(dòng)的具體代碼,供大家參考,具體內(nèi)容如下
搭建簡單的場景
運(yùn)行效果
卡片移動(dòng)動(dòng)畫通過插件DoTween實(shí)現(xiàn)
控制腳本:
using UnityEngine; using System.Collections; using UnityEngine.UI; using DG.Tweening; public class CardMove : MonoBehaviour { GameObject[] sprites; int halfSize; Vector2 screenCenterPos; public float startAngle;//中間卡牌的角度 public float deltaAngle;//相鄰卡牌的角度差值 public float moveSpeed;//移動(dòng)動(dòng)畫的速度 public Vector3 center;//橢圓中心點(diǎn) public float A = 1;//long axis public float B = 1;//short axis int cardcount; // Use this for initialization void Start () { init (); } // Update is called once per frame void Update () { } /// <summary> /// 初始化卡牌顯示位置 /// </summary> void init(){ screenCenterPos = new Vector2 (Screen.width*0.5f,Screen.height*0.5f); cardcount = transform.childCount; halfSize = (cardcount - 1) / 2; sprites=new GameObject[cardcount]; for (int i = 0; i < cardcount; i++) { sprites [i] = transform.GetChild (i).gameObject; setPosition (i,false); setDeeps (i); } } /// <summary> /// 橢圓的半長軸為A,半短軸為B,計(jì)算橢圓上一點(diǎn)的位置 /// x=A*cos(angle),y=B*sin(angle) /// </summary> /// <param name="index">Index.</param> /// <param name="userTweener">是否使用tween動(dòng)畫.</param> void setPosition(int index,bool userTweener=true){ //計(jì)算每一張卡片在橢圓上相對中間卡牌的角度 float angle = 0; if(index<halfSize){//left angle=startAngle-(halfSize-index)*deltaAngle; }else if(index>halfSize){//right angle = startAngle + (index - halfSize) * deltaAngle; }else{//medim angle=startAngle; } //通過卡牌的角度,計(jì)算對應(yīng)的位置 float xpos = A*Mathf.Cos((angle/180)*Mathf.PI);//+center.x; float ypos = B*Mathf.Sin((angle/180)*Mathf.PI);//+center.y; Debug.Log ("index="+index+",xpos="+xpos+",ypos="+ypos); Vector2 pos = new Vector2 (xpos,ypos); // Debug.Log ("screenPos="+screenPos+",wordPos="+wordPos); //通過doTween控制卡片移動(dòng)動(dòng)畫 if(!userTweener){ sprites [index].GetComponent<Image> ().rectTransform.DOMove(new Vector2(screenCenterPos.x+pos.x,screenCenterPos.y+pos.y),0f); }else sprites [index].GetComponent<Image> ().rectTransform.DOMove(new Vector2(screenCenterPos.x+pos.x,screenCenterPos.y+pos.y),1f); } /// <summary> /// 計(jì)算每一張卡片的層級(jí) /// </summary> /// <param name="index">Index.</param> void setDeeps(int index){ int deep = 0; if (index < halfSize) {//左側(cè)卡牌層級(jí),從左側(cè)到中間,層級(jí)依此遞增 deep=index; } else if (deep > halfSize) {//右側(cè)卡牌層級(jí),從中間到右側(cè),層級(jí)依此遞減 deep=sprites.Length-(index+1); } else { deep = halfSize; } sprites [index].GetComponent<RectTransform> ().SetSiblingIndex (deep); } /// <summary> /// 左側(cè)按鈕點(diǎn)擊,向左移動(dòng) /// </summary> public void OnLeftBtnClick(){ int length = sprites.Length; GameObject temp=sprites[0]; for (int i = 0; i < length; i++) {//移動(dòng)卡片在數(shù)組中的位置,依此向前移動(dòng)一位 if (i == length - 1) sprites [i] = temp; else sprites [i] = sprites [i + 1]; } for (int i = 0; i < length; i++) {//跟新數(shù)組卡片需要顯示的位置和層級(jí) setPosition (i); setDeeps (i); } } /// <summary> /// 右側(cè)按鈕點(diǎn)擊,向右移動(dòng) /// </summary> public void RightBtnClick(){ int length = sprites.Length; GameObject temp=sprites[length-1]; for (int i = length-1; i >=0; i--) { if (i == 0) sprites [i] = temp; else sprites [i] = sprites [i - 1]; } for (int i = 0; i < length; i++) { setPosition (i); setDeeps (i); } } }
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