1. 程式人生 > >Unity 3D迴圈滾動效果

Unity 3D迴圈滾動效果

這裡寫圖片描述

然後通過SetDepthAndPosition這個方法,實現圖片的空間空間展開

這裡寫圖片描述

這裡寫圖片描述

Z軸和Y軸,係數是一樣的

經過上面設定,空間就擺開了

這裡寫圖片描述

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class SelectRole : MonoBehaviour {
    public GameObject rolesObj;
    private int _half = 0;//一側的卡片數
    private int _movX = 150
;//X軸移動距離 private int _movY = 50;//Y軸移動距離 private int _movZ = 60;//Z軸移動距離 private int count = 3;//元件數 private List<RoleItem> _roleList = new List<RoleItem>(); // Use this for initialization void Start () { //載入圖片 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++) { //載入角色圖片預設 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; //設定角色卡片排序命名 role.name = maxDepth.ToString(); if (i > 0) { //奇數設定為右邊,下標為正數 if (i % 2 == 1) { maxDepth--; role.name = maxDepth.ToString(); } //偶數設定為左邊,下標為負數 else { role.name = "-" + maxDepth.ToString(); } } SetDepthAndPosition(item,0,0); _roleList.Add(item); } } private void SetDepthAndPosition(RoleItem role,int dir,int index) { int indexDepth = 0; //左右移動後,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> /// 左邊 /// </summary> public void LeftClick() { //重新排列順序 foreach (RoleItem role in _roleList) { int index = int.Parse(role.name); print(index); SetDepthAndPosition(role,1,++index); } } /// <summary> /// 右邊 /// </summary> public void RightClick() { //重新排列順序 foreach (RoleItem role in _roleList) { int index = int.Parse(role.name); SetDepthAndPosition(role,-1,--index); } } /// <summary> /// 滑鼠選中某個角色 /// </summary> public void RoleToggleChange() { if(UIToggle.current.value) { int index = int.Parse(UIToggle.current.name); int moveCount = _half - System.Math.Abs(index);//移動個數 for (int i = 0; i < moveCount;i++ ) { if (index > 0) LeftClick(); else RightClick(); } } } }

FR:海濤高軟(hunk Xu)