Unity 2D轮转图,惯性,自动对齐和转到指定位置

2D轮转图和3D轮转图类似,但是用大小来表示前后位置关系,用SetSiblingIndex方法决定遮盖效果

1.在画布下创建空物体,输入框和按钮,给 空物体 挂上脚本

 2.脚本继承  MonoBehaviour, IDragHandler, IEndDragHandler

public TMP_InputField input;  //输入框
    public Button btn;  //按钮 
    public int num = 14;    //物体数量
    public float space = 0; //物体间距
    public Image prefab;    //预制体
    float l;//周长
    float r;//半径
    float angle;    //每个角的弧度
    float allangle = 0; //移动的弧度
    float max = 1;  //最大值
    float min = 0.5f;   //最小值
    public float dec = 10;  //减速度
    DT dt;
    DT dt0;
    public List<GameObject> list = new List<GameObject>();  //存放游戏对象
    public List<Transform> sort = new List<Transform>();    //存放游戏对象的transform,排序用

 

 输入框和按钮是从外部拖拽的

3.Start里确认 周长,半径和角度的弧度,调用移动函数 

 void Start()
    {
        btn.onClick.AddListener(OnBtn);
        l = num * (prefab.rectTransform.sizeDelta.x + 10);
        r = l / (2 * Mathf.PI);
        angle = 2 * Mathf.PI / num;

        Move();
    }

4.移动函数,生成预制体并设置位置和大小,调用排序函数

 public void Move()
    {
        
        for (int i = 0; i < num; i++)
        {
            if (list.Count <= i)
            {
                list.Add(Instantiate(prefab.gameObject, transform));
                sort.Add(list[i].transform);
                list[i].transform.GetComponentInChildren<TextMeshProUGUI>().text = i.ToString();
            }
            float x = Mathf.Sin(i * angle + allangle) * r;
            float z = Mathf.Cos(i * angle + allangle) * r;
            float p = (z + r) / (r + r);
            float scale = max * (1 - p) + min * p;
            list[i].transform.localPosition = new Vector3(x, 0, 0);
            list[i].transform.localScale = Vector3.one * scale;
        }
        Sort();
    }

5.排序方法

public void Sort()
    {
        sort.Sort((a, b) => { return (int)(a.localScale.z * 10 - b.localScale.z * 10); });
        for (int i = 0; i < sort.Count; i++)
        {
            sort[i].SetSiblingIndex(i);
        }

    }

6.实现拖拽中的事件:

public void OnDrag(PointerEventData eventData)
    {
        if (dt != null)
        {
            Destroy(dt.gameObject);
        }

        if (dt0 != null)
        {
            Destroy(dt0.gameObject);
        }
        allangle -= eventData.delta.x / r;
        Move();
    }

7.实现拖拽结束的事件 

public void OnEndDrag(PointerEventData eventData)
    {
        float dis = eventData.delta.x;
        float time = Mathf.Abs(dis / dec);
        dt = DT.To((a) =>
        {
            allangle -= a / r;
            Move();
        }, dis, 0, 2).OnComplete(() =>
        {
            float moveang = Mathf.Asin(sort[num - 1].localPosition.x / r);
            float movetime = Mathf.Abs(moveang * r / dec);
            dt0 = DT.To((b) =>
            {
                allangle = b;
                Move();
            }, allangle, allangle + moveang, 1).OnComplete(() =>
            {

            });
        });
    }

8.点击按钮的 回调

 public void OnBtn()
    {
        //要去的位置
        int next = int.Parse(input.text);
        Sort();
        //当前位置(距离最近的图片)
        int id = list.IndexOf(sort[sort.Count - 1].gameObject);
        //默认的长度和方向
        int n0 = id - next;
        //反方向的长度
        int n1=num-Mathf.Abs(n0);
        //反方向的方向
        int n2 =n0>0?-n1:n1;
        //取长度较小的方向

      
        int n3=Mathf.Abs(n0)<Mathf.Abs(n2)?n0:n2;
        print("n0:" + n0 + "  n1:" + n1 + "  n2:" + n2 + "  n3:" + n3);
        float moveang = Mathf.Asin(sort[num - 1].localPosition.x / r)+n3*angle;
        float movetime = Mathf.Abs(moveang * r / dec);
        dt0 = DT.To((b) =>
        {
            allangle = b;
            Move();
        }, allangle, allangle + moveang, 1).OnComplete(() =>
        {

        });
    }

DT用来代替DOTween

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DT : MonoBehaviour //DoTween
{
    public Action<float> action;
    public Action complete;
    public float begin, end, time;
    float nowtime;

    public static DT To(Action<float> action, float begin, float end, float time)
    {
        GameObject dt = new GameObject("DT");
        DT tween = dt.AddComponent<DT>();
        tween.action = action;
        tween.begin = begin;
        tween.end = end;
        tween.time = time;
        tween.nowtime = Time.time;
        return tween;
    }

    // Update is called once per frame
    void Update()
    {
        if(Time.time - nowtime<time)
        {
            float t = Time.time - nowtime;
            float p = t / time;
            float a = begin *(1- p) + end * p;
            action(a);
        }
        else
        {
            action(end);
            if (complete != null) complete();
            Destroy(gameObject);
        }
    }

    public DT  OnComplete(Action  act )
    {
        this.complete=act;
        return this;
    }
}

评论 1
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