第一步
咱们要做一个具有立体感的2D轮转图,为了接下来的换装做准备
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class CreateLun : MonoBehaviour,IDragHandler,IEndDragHandler
{
public int num;
public Image prefab;
float max = 1;
float min = 0.5f;
float l;
float r;
float ang;
float allang=0;
// Start is called before the first frame update
List<GameObject> objs = new List<GameObject>();
List<Transform> sort = new List<Transform>();
void Start()
{
l = (prefab.rectTransform.sizeDelta.x + 20) * num;//周长
r = l / (2 * Mathf.PI);//半径
ang = 2 * Mathf.PI / num;//s角度
Move();
}
public void Move()
{
for (int i = 0; i < num; i++)
{
if (objs.Count<num)
{
objs.Add(Instantiate(prefab.gameObject,transform));
objs[i].transform.GetComponent<Image>().sprite = Resources.Load<Sprite>("hair_"+i);
objs[i].gameObject.name = i.ToString();
sort.Add(objs[i].transform);
}
float x = Mathf.Sin(i*ang+allang)*r;
float z = Mathf.Cos(i * ang + allang)*r;
float p = (z + r) / (r + r);
float scale = max*(1-p) + min*p;
objs[i].transform.localPosition = new Vector3(x,z/5,0);
objs[i].transform.localScale = Vector3.one * scale;
}
Sort();
}
public void Sort()//对集合进行排序,为了找到最近的图
{
sort.Sort((a,b) => {
if (a.localScale.z>b.localScale.z)
{
return 1;
}
else if(a.localScale.z == b.localScale.z)
{
return 0;
}
else
{
return -1;
}
});
for (int i = 0; i < sort.Count; i++)
{
sort[i].SetSiblingIndex(i);
}
}
// Update is called once per frame
void Update()
{
}
public void OnDrag(PointerEventData eventData)//拖拽中
{
allang -= eventData.delta.x / r;
Move();
}
public void OnEndDrag(PointerEventData eventData)//拖拽结束
{
int index = objs.IndexOf(sort[num-1].gameObject);
float angmove = objs[index].transform.localPosition.x / r;
allang = allang + angmove;
Move();
HuanMgr.ins.ChangHair(index);
}
}
第二步
注意:我们要将场景里的模型显示在UI层上
首先把Canvas的渲染模式调成图下所示
接着让主摄像机照着我们需要换装的模型上
便可实现以下效果
第三步
在背景图上创建一个空对象
挂在上第一步写的脚本
给模型挂上以下脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HuanMgr : MonoBehaviour
{
public static HuanMgr ins;
public List<GameObject> objects;
private void Awake()
{
ins = this;
}
// Start is called before the first frame update
void Start()
{
}
public void ChangHair(int index)//更改发型的方法
{
for (int i = 0; i < objects.Count; i++)
{
if (i != index)
{
objects[i].gameObject.SetActive(false);
}
else
{
objects[i].gameObject.SetActive(true);
}
}
}
// Update is called once per frame
void Update()
{
}
}