2D轮转图换装

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()
    {
        
    }
}

效果如下:

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