Unity 跑马灯抽奖 DOTween实现

Item代码

在这里插入图片描述

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
using Unity.VisualScripting;

public class RotateCells : MonoBehaviour
{
    [SerializeField]
    private int _id;
    [HideInInspector]
    public Image _selObj;

    private void Awake()
    {
        _selObj = this.transform.GetChild(0).GetComponent<Image>();

    }

    /// <summary>
    /// 选中
    /// </summary>
    /// <param name="ontime"></param>
    /// <param name="offtime"></param>
    public void selON(float ontime, float offtime)
    {
        _selObj.DOFade(1, ontime).OnComplete(()=>selOff(offtime)); // 渐显再渐隐
    }
    
    /// <summary>
    /// 渐隐
    /// </summary>
    /// <param name="time"></param>
    public void selOff(float time)
    {
        _selObj.DOFade(0, time); // 渐隐
    }

}

抽奖代码

在这里插入图片描述

using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

/// <summary>
/// 跑马灯抽奖
/// </summary>
public class RotateController : MonoBehaviour
{
    [SerializeField]
    private List<RotateCells> cells = new List<RotateCells>();

    [Header("渐显时间")]
    public float onTime = 0.5f;
    [Header("渐隐时间")]
    public float offTime = 0.2f;
    [Header("转盘时间")]
    public float animTime = 5f;
    [Header("先转几圈再抽奖")]
    public int laps = 3;

    private int _index; // 抽奖的结果
    private int _selIndex = 0; // 当前选中Item
    private int cellsCount;

    private void Awake()
    {
        DG.Tweening.DOTween.SetTweensCapacity(tweenersCapacity: 800, sequencesCapacity: 200);
        // 应该在这里获取抽奖列表
        cellsCount = cells.Count;
    }

    public int SelIndex
    {
        get { return _selIndex; }
        set
        {
            cells[value % cellsCount].selON(onTime, offTime); // Index 选中时点亮Item
            _selIndex = value % cellsCount;
        }
    }

    /// <summary>
    /// 开始抽奖
    /// </summary>
    public void Rotate()
    {
        _selIndex = 0;
        _index = Random.Range(0, cells.Count); // 抽奖的结果
        Debug.Log($"抽中的index是{_index}"); //  => 抽出index的时候就要保存结果.


        // 先转{laps}圈,再转到选中的index, 再结算   => 
        int endNum = cellsCount * laps + _index;
        DOTween.To(()=>SelIndex, x => SelIndex = x, endNum, animTime).SetEase(Ease.InOutQuad).OnComplete(()=>FinishAnim());
    }

    public void FinishAnim()
    {
        Debug.Log("抽奖动画结束,更新UI");
        RotateCells selCell = cells[_index];
        Sequence sequence = DOTween.Sequence();
        sequence.AppendInterval(onTime + offTime); // 等转盘动画播完
        sequence.Append(selCell._selObj.DOFade(1, 0.2f));
        sequence.Append(selCell._selObj.DOFade(0, 0.2f));
        sequence.Append(selCell._selObj.DOFade(1, 0.2f));
        sequence.Append(selCell._selObj.DOFade(0, 0.2f));
        sequence.Append(selCell._selObj.DOFade(1, 0.2f));
        sequence.Append(selCell._selObj.DOFade(0, 0.2f));
    }

}

应该抽奖时禁用按钮的,动画结束再恢复,测试就没加.

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