unity開發抽獎系統
這段時間工作比較空閒,想做個抽獎系統,發現網上的抽獎系統看不懂,然後自己做了一個可以隨意定義獎品概率,不管什麼時候停下來指標最終都會轉到指定的獎品哪。。。
廢話不多說,動手一步一步來。
這個抽獎系統就使用了兩張圖片,一個指標,一個圓形的圖片。
然後做一個預製體,圖片就是圓形圖片,image type選擇filled,fill amount控制這個圖片的面積大小,同時也是該圖片的概率,Text元件是該獎品的名稱。
再接下來就做一下介面佈局的工作
Bg就是那個灰色的圖片,Rotate是個空物體,用來掛在指令碼的(DialRotate.cs和Slot.cs),cloneParent也是個空物體,作為預製體的父物體,要注意的是cloneParent中心那個藍色的圓圈要和Rotate的藍色的圈的位置一致,介面佈局工作完成。
接下來到程式碼了,Slot.cs指令碼,一開始會例項化獎品,K鍵和L鍵可以隨意修改獎品名稱,概率(這裡概率做了限制,需要使用的自己修改一下程式碼即可),空格鍵會隨機丟擲物品,並且開始旋轉,滑鼠右鍵是停止轉動(想什麼時候停下來都行,最後都會得到所丟擲的物體)DialRotate.cs指令碼用於處理旋轉的。這兩個指令碼涉及到一些數學計算,慢慢理解即可。
以下是這個工程的指令碼,需要的話直接複製黏貼即可使用
Slot.cs
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Slot : MonoBehaviour {
private DialRotate dialRotate;
/// <summary>
/// 獎品資料
/// </summary>
private class GrifData
{
/// <summary>
/// 獎品的名稱
/// </summary>
public string mText;
/// <summary>
/// 圖片的Amount值
/// </summary>
public float point;
/// <summary>
/// 獎品停留在指標時父物體要旋轉的角度
/// </summary>
public float angle;
/// <summary>
/// 該獎品對應UI面板上的名稱
/// </summary>
public string mtran;
/// <summary>
/// 該獎品的ID
/// </summary>
public int gID;
}
/// <summary>
/// 獎品的描述資訊
/// </summary>
private class GrifInfo
{
public Text mText;
public string msg;
}
private List<GrifInfo> mListSD = new List<GrifInfo>();
/// <summary>
/// 獎品的id和概率對應
/// </summary>
private Dictionary<int, float> mPoints = new Dictionary<int, float>();
/// <summary>
/// 用於儲存獎品資訊(順序排列)(獎品的id,名稱,所佔的百分比)
/// </summary>
private List<GrifData> grigtData = new List<GrifData>();
/// <summary>
/// 這個也是用於儲存獎品資訊,不過是亂序排列(獎品的id,名稱,所佔的百分比)
/// </summary>
private List<GrifData> randomData = new List<GrifData>();
/// <summary>
/// 20種獎品的Transform,(最多20個不用的獎勵)
/// </summary>
private List<Transform> mTransLs = new List<Transform>();
private List<Color> mColors = new List<Color>();
private Transform cloneParent;
private GameObject clonePrefab;
/// <summary>
/// 抽獎停止時父物體轉動的角度
/// </summary>
public float tarAngle;
/// <summary>
/// 該獎品對應UI面板上的名稱
/// </summary>
public string tarName;
public int giftID;
/// <summary>
/// 用於檢驗概率有沒有為100%
/// </summary>
private List<float> checkProbability = new List<float>();
private void Start()
{
cloneParent = transform.Find("cloneParent");
clonePrefab = Resources.Load<GameObject>("Clone");
dialRotate = GetComponent<DialRotate>();
Init();
}
void Update()
{
#region 測試修改獎品,概率
if (Input.GetKeyDown(KeyCode.K))
{
ClearData();
if (checkProbability.Count > 0)
{
checkProbability.Clear();
}
if (mPoints.Count > 0)
{
mPoints.Clear();
}
AddData("111", 0.3f,1);
AddData("222", 0.1f,2);
AddData("333", 0.2f,4);
AddData("444", 0.05f,5);
AddData("555", 0.15f,6);
AddData("666", 0.2f,7);
SetPriceRange();
}
if (Input.GetKeyDown(KeyCode.J))
{
ClearData();
if (checkProbability.Count > 0)
{
checkProbability.Clear();
}
if (mPoints.Count > 0)
{
mPoints.Clear();
}
AddData("薯條", 0.3f, 1);
AddData("漢堡", 0.1f, 2);
AddData("炸雞", 0.2f, 4);
AddData("啤酒", 0.05f, 5);
AddData("可樂", 0.15f, 6);
AddData("烤肉", 0.2f, 7);
SetPriceRange();
}
#endregion
if (Input.GetKeyDown(KeyCode.Space))
{
StartRotate();
}
}
private void Init()
{
for (int i = 0; i < 20; i++)
{
GameObject go = Instantiate(clonePrefab) as GameObject;
go.transform.SetParent(cloneParent);
go.transform.localScale = Vector3.one;
go.transform.localPosition = Vector3.zero;
go.name = "" + i;
mTransLs.Add(go.transform);
}
foreach (Transform tr in mTransLs)
{
tr.GetComponent<Image>().color = GetColors();
tr.gameObject.SetActive(false);
}
AddData("薯條", 0.3f, 1);
AddData("漢堡", 0.1f, 2);
AddData("炸雞", 0.2f, 4);
AddData("啤酒", 0.05f, 5);
AddData("可樂", 0.15f, 6);
AddData("烤肉", 0.2f, 7);
SetPriceRange();
}
/// <summary>
/// 獲得隨機顏色
/// </summary>
/// <returns></returns>
private Color GetColors()
{
return new Color(Random.Range(0, 1.0f), Random.Range(0, 1.0f), Random.Range(0, 1.0f));
}
/// <summary>
/// 清除獎品的相關資料和設定新的顏色
/// </summary>
public void ClearData()
{
grigtData.Clear();
foreach (Transform tr in mTransLs)
{
tr.GetComponent<Image>().color = GetColors();
tr.gameObject.SetActive(false);
}
}
/// <summary>
/// 設定獎勵資訊
/// </summary>
/// <param name="text">名稱</param>
/// <param name="point">所佔的百分比</param>
/// <param name="gID">該獎品的ID</param>
public void AddData(string text, float point, int gID)
{
if (point < 0.05f)
{
Debug.LogError("獎品的概率不能小於5%");
}
if (point >1.0f)
{
Debug.LogError("獎品的概率不能大於100%");
}
GrifData data = new GrifData();
data.mText = text;
data.point = point;
data.gID = gID;
grigtData.Add(data);
if (mPoints.ContainsKey(gID))
{
// mPoints[gID] = point;
Debug.LogError("物品的ID不能一致,無法新增到字典");
return;
}
mPoints.Add(gID, point);
checkProbability.Add(point);
}
/// <summary>
/// 設定獎品轉盤的面積的大小顯示
/// </summary>
public void SetPriceRange()
{
float total = 0;
for (int i = 0; i < checkProbability.Count; i++)
{
total += checkProbability[i];
}
if (total.ToString() !="1")
{
Debug.LogError("獎品的概率總和不等於百分百,請從新設定概率");
return;
}
transform.localEulerAngles = Vector3.zero;
// List<SData> temDate = mData.OrderBy(mData => mData.point).ToList(); //升序排序
//亂序排列
randomData.Clear();
int count = grigtData.Count; //所設定的獎品的個數
for (int i = 0; i < count; i++)
{
int ra = Random.Range(0, grigtData.Count);
randomData.Add(grigtData[ra]);
grigtData.RemoveAt(ra);
}
if (mListSD.Count > 0)
{
mListSD.Clear(); //先清空
}
float nowAmount = 0;
Text text;
for (int i = 0; i < count; i++) //把設定了獎品的顯示出來
{
Transform tr = mTransLs[i];
tr.gameObject.SetActive(true);
// Debug.Log(ramData[i].mText + "/n");
//因為繪製獎勵區域是從轉盤的下面6點順時針方向開始繪製,而指標是在上面9點,轉盤是順時針轉動,加多180度,
//ramData[i].point/2 使得轉盤停下來時使得獎品剛好處於指標的中間
float target = 180 + (nowAmount + randomData[i].point/2) * 360;
if (target > 360)
target -= 360;
text = tr.Find("Text").GetComponent<Text>();
text.text = randomData[i].mText;
GrifInfo grifInfo = new GrifInfo(); //暫時預留,發獎品不是單倍的時候有用
grifInfo.mText = text; //暫時預留,發獎品不是單倍的時候有用
grifInfo.msg = randomData[i].mText; //暫時預留,發獎品不是單倍的時候有用
mListSD.Add(grifInfo); //暫時預留,發獎品不是單倍的時候有用
tr.GetComponent<Image>().fillAmount = randomData[i].point;
//這個是旋轉所設定的獎品的角度
tr.localEulerAngles = new Vector3(0, 0, -nowAmount * 360); //0.1Amount = 36度
nowAmount += randomData[i].point;
// Debug.Log(" i = " + i + "target = " + target);
randomData[i].angle = target;
randomData[i].mtran = tr.name;
// Debug.Log("target = " + target);
}
}
/// <summary>
/// 設定獎品的倍數
/// </summary>
/// <param name="multiple"></param>
public void SetMultiple(int multiple)
{
foreach (GrifInfo ss in mListSD)
{
if (multiple == 1)
{
ss.mText.text = ss.msg;
}
else
{
ss.mText.text = ss.msg + " X" + multiple;
}
}
}
/// <summary>
/// 獲得結果(得到概率)
/// </summary>
public void GetResult()
{
float probability = Random.Range(0.0f, 1.0f);
float nowSub = 0;
string testStr = "";
for (int i = 0; i < randomData.Count; i++)
{
nowSub += mPoints[randomData[i].gID]; //該獎品對應的概率(Amount值)
if (probability < nowSub)
{
tarAngle = randomData[i].angle; //該獎品停止轉動時需要轉動的角度
tarName = randomData[i].mtran; //該獎品的名稱
giftID = randomData[i].gID; //ID
testStr ="獎品名稱 = " + randomData[i].mText + " 獎品概率 = " + (mPoints[randomData[i].gID] * 100 + " UI上的名稱 = " + tarName + " 獎品的ID = " + giftID);
Debug.Log(testStr);
break;
}
}
}
private void StartRotate()
{
GetResult();
dialRotate.StartQuan(tarAngle, tarName);
Debug.Log("StartRotate() : tarAngle = " + tarAngle);
}
}
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DialRotate.cs
using UnityEngine;
public enum RollType
{
None,
Start, //開始轉動
ConstantSpeed, //勻速運動
Stop, //停止運動
}
public class DialRotate : MonoBehaviour {
private RollType nowType = RollType.None;
private float tarAngle; //該獎品停下來時父物體Z軸需要轉動的角度
/// <summary>
/// 當前Z軸的值
/// </summary>
private float nowAngle = 0;
private string grifName;
private float time;//計時器
private float speed = 0;
public float angleSpeed = 2;
void Update () {
if (Input.GetMouseButtonDown(1))
{
if (nowType == RollType.ConstantSpeed)
{
nowType = RollType.Stop;
// Debug.Log("tarAngle = " + tarAngle + " nowAngle = " + nowAngle);
tarAngle += nowAngle + 360;
time = 0;
}
}
if (nowType == RollType.Start)
{
time += Time.deltaTime;
float x = angleSpeed * time * time; //這些數值影響轉盤的轉動速度,自己看著喜歡調節即可
nowAngle -= x;
speed += 4 * time;
transform.localEulerAngles = new Vector3(0, 0, nowAngle);
if (speed > 400)
{
nowType = RollType.ConstantSpeed;
}
}
else if (nowType == RollType.ConstantSpeed)
{
nowAngle -= speed * Time.deltaTime; //勻速旋轉
transform.localEulerAngles = new Vector3(0, 0, nowAngle);
}
else if (nowType == RollType.Stop)
{
//速度慢慢變小,轉盤慢慢的慢下來
speed = Mathf.Lerp(speed, Mathf.Min(speed, tarAngle * 0.25f), Time.deltaTime);
// Debug.Log("speed = " + speed);
if (speed < 5)
{
speed = 5;
}
float angle = speed * Time.deltaTime;
tarAngle -= angle;
nowAngle -= angle;
if (tarAngle < 0)
{
Debug.Log("轉盤停止轉動");
nowType = RollType.None;
}
else
{
transform.localEulerAngles = new Vector3(0, 0, nowAngle);
}
}
if (nowAngle < -360)
{
nowAngle += 360;
}
}
public void StartQuan(float tarAngle, string giftName)
{
if (nowType != RollType.None)
{
return;
}
grifName = giftName;
this.tarAngle = 360 * 2 - tarAngle;
nowType = RollType.Start;
time = 0;
nowAngle = transform.localEulerAngles.z;
speed = 0;
}
}
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