Unity 2D实现轮转图的效果

该文章介绍了一个Unity3D脚本,该脚本使用DOTween库创建了一个可拖动的旋转图表,具有无结尾的惯性效果和自动对齐功能。用户可以通过拖动图表来改变显示顺序,拖动结束后,图表会根据速度进行平滑动画过渡。此外,脚本还支持动态更新图表内容。
摘要由CSDN通过智能技术生成

此方法只需要一个空节点  脚本挂上即可

DOTWeen可以去官网下载  不用的只能拖动  没有结尾的惯性效果和对齐

using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEditor.Experimental.GraphView;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
/// <summary>
/// 轮转图
/// </summary>
public class RationChart : MonoBehaviour, IDragHandler, IEndDragHandler
{
    int num = 4;
    public Image prefab;
    float spacing=100;
    float custSpeed=100;
    float max = 1;
    float min = 0.05f;
    float c;
    float r;
    float ang;
    float distance;

    List<GameObject> list = new List<GameObject>();
    List<Transform> sorts = new List<Transform>();
    /// <summary>
    /// 换装的脚本
    /// </summary>
    public Loading loading;
    /// <summary>
    /// 类型
    /// </summary>
    public static int chartindex=-1;
    // Start is called before the first frame update
    void Start()
    {
        c = (spacing + prefab.rectTransform.rect.width) * num;
        r = c / (Mathf.PI * 2);
        ang = (Mathf.PI * 2) / num;
        Move();
    }
    protected void Move()
    {
        float moveAng = distance / r;
        for (int i = 0; i < num; i++)
        {
            if (list.Count <= i)
            {
                GameObject go = Instantiate(Resources.Load<GameObject>("Image"),transform);
                go.name = i.ToString();
                list.Add(go);
                sorts.Add(go.transform);
                go.GetComponent<Image>().sprite = Resources.Load<Sprite>(i.ToString());
            }
            float x = Mathf.Sin(i * ang + moveAng) * r;
            float z = Mathf.Cos(i * ang + moveAng) * r;
            list[i].transform.localPosition = Vector3.right * x;
            float y = (z + r) / (r + r);
            float scale = (max - min) * y + min;
            list[i].transform.localScale = Vector3.one * scale;
        }
        sorts.Sort((a, b) =>
        {
            if (a.localScale.x > b.localScale.x)
            {
                return 1;
            }
            else if (a.localScale.x > b.localScale.x)
            {
                return 0;
            }
            else
            {
                return -1;
            }
        });
        for (int i = 0; i < sorts.Count; i++)
        {
            sorts[i].SetSiblingIndex(i);
        }
    }
/// <summary>
/// 拖拽中
/// </summary>
/// <param name="eventData"></param>
    public void OnDrag(PointerEventData eventData)
    {
        distance += eventData.delta.x;
        Move();
    }
    /// <summary>
    /// 拖拽结束
    /// </summary>
    public void OnEndDrag(PointerEventData eventData)
    {
        float speed = eventData.delta.x;
        float time = Mathf.Abs(speed) / custSpeed;
        DOTween.To((a) =>
        {
            distance += a;
            Move();
        }, speed, 0, time).OnComplete(() =>
        {
            Align(list.IndexOf(sorts[num - 1].gameObject));
        });
    }

    private void Align(int v)
    {
        int n = v;
        loading.ChangeLoading(chartindex,n);
        float aliAng = Mathf.Asin(list[n].transform.localPosition.x/r);
        float aliDis=aliAng*r;
        float time = Mathf.Abs(aliDis) / custSpeed;
        DOTween.To((a) =>
        {
            distance = a;
            Move();
        }, distance, distance - aliDis, time).OnComplete(() =>
        {
            transform.GetChild(0).gameObject.SetActive(true);
        });
    }
}

最后  Inspector改变参数  值不是固定的

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