Unity鼠标悬停实现图片的浮动效果

效果如下图所示:

实现步骤:


         


  




        

   

上图的Preferred Width和Preferred Height同sprite的Width、Height一样


Items.cs

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

public class Items : MonoBehaviour
{
public List<GameObject> items = new List<GameObject>();

//缩放时间
public float time = 1.3f;

//原先大小
public Vector2 oldSize;

//放大缩小速度
public float speed;

private void Start()
{
for (int i = 0; i < items.Count; i++)
{
EventTriggerListener.GetComponent(items[i]).onEnter = OnMouseEnter;
EventTriggerListener.GetComponent(items[i]).onExit = OnMouseExit;
}
}

void OnMouseEnter(GameObject go)
{
EventTriggerListener.GetComponent(go).UpdateSize(oldSize * time, speed);
}


void OnMouseExit(GameObject go)
{
EventTriggerListener.GetComponent(go).UpdateSize(oldSize, speed);
}
}


EventTriggerListener.cs    这是给5个sprite的

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


[RequireComponent(typeof(LayoutElement))]
public class EventTriggerListener : EventTrigger
{
public delegate void VoidDelegate(GameObject obj);
//点击
public VoidDelegate onClick;
//鼠标按下
public VoidDelegate onDown;
//鼠标抬起
public VoidDelegate onUp;
//鼠标移入
public VoidDelegate onEnter;
//鼠标移出
public VoidDelegate onExit;
private Vector2 currentSize;
private Vector2 targetSize;
private float speed = 4.0f;
public static EventTriggerListener GetComponent(GameObject obj)
{
EventTriggerListener listener = obj.GetComponent<EventTriggerListener>();
if (listener == null)
{
listener = obj.AddComponent<EventTriggerListener>();
}


return listener;
}
public override void OnPointerClick(PointerEventData eventData)
{
if (onClick != null)
{
onClick(gameObject);
}
}
public override void OnPointerDown(PointerEventData eventData)
{
if (onDown != null) onDown(gameObject);
}
public override void OnPointerUp(PointerEventData eventData)
{
if (onUp != null) onUp(gameObject);
}
public override void OnPointerEnter(PointerEventData eventData)
{
if (onEnter != null) onEnter(gameObject);
}
public override void OnPointerExit(PointerEventData eventData)
{
if (onExit != null) onExit(gameObject);
}
private void Start()
{
targetSize = currentSize = new Vector2(this.GetComponent<LayoutElement>().preferredWidth, this.GetComponent<LayoutElement>().preferredHeight);
}
private void Update()
{
if (currentSize != targetSize)
{
currentSize = Vector2.Lerp(currentSize, targetSize, Time.deltaTime * speed);
if (Vector2.Distance(currentSize, targetSize) <= 0.01)
{
currentSize = targetSize;
}

this.GetComponent<LayoutElement>().preferredWidth = currentSize.x;
this.GetComponent<LayoutElement>().preferredHeight = currentSize.y;
}
}

public void UpdateSize(Vector2 size,float speed)
{
this.targetSize = size;
this.speed = speed;
}
}




  • 10
    点赞
  • 38
    收藏
    觉得还不错? 一键收藏
  • 7
    评论
评论 7
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值