这篇文章主要介绍Unity实现3D循环滚动效果的方法,文中介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们一定要看完!
具体内容如下
然后通过SetDepthAndPosition这个方法,实现图片的空间空间展开
Z轴和Y轴,系数是一样的
经过上面设置,空间就摆开了
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<RoleItem> _roleList = new List<RoleItem>(); // 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<UIToggle>().onChange , RoleToggleChange); RoleItem item = role.GetComponent<RoleItem>(); 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<TweenPosition>(); 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<UIToggle>().value = indexDepth == _half ? true:false; tp.PlayForward(); } /// <summary> /// 左边 /// </summary> 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); } } /// <summary> /// 右边 /// </summary> public void RightClick() { //重新排列顺序 foreach (RoleItem role in _roleList) { int index = int.Parse(role.name); SetDepthAndPosition(role,-1,--index); } } /// <summary> /// 鼠标选中某个角色 /// </summary> 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(); } } } }
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