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這篇文章主要講解了Unity3D如何實(shí)現(xiàn)扭動(dòng)擠壓瀏覽效果,內(nèi)容清晰明了,對此有興趣的小伙伴可以學(xué)習(xí)一下,相信大家閱讀完之后會(huì)有幫助。
最近的項(xiàng)目中,想做到一種能夠吸引眼球的一種角色選擇瀏覽效果
最終實(shí)現(xiàn)了下按如下圖這么一種瀏覽效果:
效果圖一
效果圖二
可能要實(shí)現(xiàn)這么一種效果用動(dòng)畫插件會(huì)很快,但總感覺有點(diǎn)大材小用
這里我向大家分享一個(gè)極簡方式來實(shí)現(xiàn)這么一種效果
目錄結(jié)構(gòu)如下
其中Items有4個(gè)Image子節(jié)點(diǎn)
在父節(jié)點(diǎn)Items下添加如下圖橫向布局組件
在其4個(gè)Image子節(jié)點(diǎn)下添加如下圖布局元素組件
完成這些步驟后接下來就是代碼實(shí)現(xiàn)了
在Items添加如下腳本組件
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class Items : MonoBehaviour { public List<GameObject> items = new List<GameObject>(); //縮放時(shí)間 public float time = 1.3f; //原先大小 public Vector2 oldSize; //放大縮小速度 public float speed; private void Start() { for (int i = 0; i < items.Count; i++) { EventTriggerListener.GetComponent(items[i]).onEnter = OnMouseEnter; EventTriggerListener.GetComponent(items[i]).onExit = OnMouseExit; } } void OnMouseEnter(GameObject go) { EventTriggerListener.GetComponent(go).UpdateSize(oldSize * time, speed); } void OnMouseExit(GameObject go) { EventTriggerListener.GetComponent(go).UpdateSize(oldSize, speed); } }
在其4個(gè)子節(jié)點(diǎn)下添加如下腳本組件
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; [RequireComponent(typeof(LayoutElement))] public class EventTriggerListener : EventTrigger { public delegate void VoidDelegate(GameObject obj); //點(diǎn)擊 public VoidDelegate onClick; //鼠標(biāo)按下 public VoidDelegate onDown; //鼠標(biāo)抬起 public VoidDelegate onUp; //鼠標(biāo)移入 public VoidDelegate onEnter; //鼠標(biāo)移出 public VoidDelegate onExit; private Vector2 currentSize; private Vector2 targetSize; private float speed = 4.0f; public static EventTriggerListener GetComponent(GameObject obj) { EventTriggerListener listener = obj.GetComponent<EventTriggerListener>(); if (listener == null) { listener = obj.AddComponent<EventTriggerListener>(); } return listener; } public override void OnPointerClick(PointerEventData eventData) { if (onClick != null) { onClick(gameObject); } } public override void OnPointerDown(PointerEventData eventData) { if (onDown != null) onDown(gameObject); } public override void OnPointerUp(PointerEventData eventData) { if (onUp != null) onUp(gameObject); } public override void OnPointerEnter(PointerEventData eventData) { if (onEnter != null) onEnter(gameObject); } public override void OnPointerExit(PointerEventData eventData) { if (onExit != null) onExit(gameObject); } private void Start() { targetSize = currentSize = new Vector2(this.GetComponent<LayoutElement>().preferredWidth, this.GetComponent<LayoutElement>().preferredHeight); } private void Update() { if (currentSize != targetSize) { currentSize = Vector2.Lerp(currentSize, targetSize, Time.deltaTime * speed); if (Vector2.Distance(currentSize, targetSize) <= 0.01) { currentSize = targetSize; } this.GetComponent<LayoutElement>().preferredWidth = currentSize.x; this.GetComponent<LayoutElement>().preferredHeight = currentSize.y; } } public void UpdateSize(Vector2 size,float speed) { this.targetSize = size; this.speed = speed; } }
腳本掛載上去后,在Item下按如下圖方式設(shè)值
可以按自己喜好調(diào)整數(shù)值。
看完上述內(nèi)容,是不是對Unity3D如何實(shí)現(xiàn)扭動(dòng)擠壓瀏覽效果有進(jìn)一步的了解,如果還想學(xué)習(xí)更多內(nèi)容,歡迎關(guān)注億速云行業(yè)資訊頻道。
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