Item代码
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
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.