macos 程序坞动画效果unity实现

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;

public class macOsDocker : MonoBehaviour,IPointerMoveHandler,IPointerExitHandler
{
    public Transform[] listItems;
    public Button[] listBtns;
    [Header("半轴的长度(世界坐标)")]
    public float halfRange;
    public float yMaxDis;
    public float maxAddScale;
    private void Reset()
    {
        listItems = new Transform[transform.childCount];
        for (int i = 0; i < transform.childCount; i++)
        {
            listItems[i] = transform.GetChild(i);
        }
        listBtns = GetComponentsInChildren<Button>();
    }

    public void OnPointerExit(PointerEventData eventData)
    {
        for (int i = 0; i < listItems.Length; i++)
        {
            listItems[i].transform.localScale = Vector3.one;
            Button btn = listBtns[i];
            RectTransform btnRect = btn.transform as RectTransform;
            btnRect.anchoredPosition = new Vector3(btnRect.anchoredPosition.x, 0, 0);
        }
    }

    public void OnPointerMove(PointerEventData eventData)
    {
        float wPointx = eventData.pointerCurrentRaycast.worldPosition.x;
        float leftX = wPointx - halfRange;
        float rightX = wPointx + halfRange;
        for (int i = 0; i < listItems.Length; i++)
        {
            var tran = listItems[i];
            Button btn = listBtns[i];
            if (tran.position.x<leftX || tran.position.x>rightX)
            {
                tran.localScale = Vector3.one;
                RectTransform btnRect = btn.transform as RectTransform;
                btnRect.anchoredPosition = new Vector3(btnRect.anchoredPosition.x,0,0);
            }
            else
            {
                float rate = (tran.position.x - leftX) / (halfRange * 2);
                float sinValue = Mathf.Sin(rate*Mathf.PI);
                tran.localScale = Vector3.one * (1 + sinValue * maxAddScale);
                RectTransform btnRect = btn.transform as RectTransform;
                btnRect.anchoredPosition = new Vector3(btnRect.anchoredPosition.x, sinValue*yMaxDis, 0);
            }
        }
        RectTransform rect = transform as RectTransform;
        LayoutRebuilder.ForceRebuildLayoutImmediate(rect);
    }
}

在这里插入图片描述
直接使用horizontal layout 使用子级缩放,放大item之后还能保持间距,在使用layout的情况下控制item的y位置为此需要新建一个空节点然后就可以控制孩子内容的局部坐标
预览视频:https://www.bilibili.com/video/BV1Jov5e9EPt/?spm_id_from=333.999.0.0

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