1.轮转图代码,需要用到DoTween
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using DG.Tweening;
public class 轮转图2d : MonoBehaviour, IDragHandler, IEndDragHandler
{
public List<GameObject> prefabs;
public int num;
public float spacing;
float c;
float r;
float ang;
float dis = 0;
float max = 1;
float min = 0.5f;
float cutSpeed = 100;
List<GameObject> list = new List<GameObject>();
List<Transform> sorts = new List<Transform>();
Reloading1 reloading1;
void Start()
{
reloading1=GameObject.FindFirstObjectByType<Reloading1>();
c = (prefabs[0].GetComponent<Image>().rectTransform.rect.width + spacing) * num;
r = c / (2 * Mathf.PI);
ang = (2 * Mathf.PI) / num;
Move();
}
public void Move()
{
float moveang = dis / r;
for (int i = 0; i < num; i++)
{
float x = Mathf.Sin(i * ang + moveang) * r;
float z = Mathf.Cos(i * ang + moveang) * r;
float p = (z + r) / (2 * r);
p = 1 - p;
float scale = (max - min) * p + min;
if (list.Count <= i)
{
GameObject image = Instantiate(prefabs[i].gameObject, transform);
image.name = image.name.Split("(Clone)")[0];
list.Add(image);
sorts.Add(image.transform);
}
list[i].transform.localPosition = Vector3.right * x;
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);
}
}
public void OnDrag(PointerEventData eventData)
{
dis -= eventData.delta.x;
Move();
}
public void OnEndDrag(PointerEventData eventData)
{
float startspeed = eventData.delta.x;
float endspeed = 0;
float time = Mathf.Abs(startspeed) / cutSpeed;
DoTween.To((float a) =>
{
dis -= a;
Move();
}, startspeed, endspeed, time).OnComplete(() =>
{
Align(list.IndexOf(sorts[num - 1].gameObject));
});
}
public void Align(int n)
{
int i = list.IndexOf(sorts[num - 1].gameObject);
int s = i - n;
int s2 = num - Mathf.Abs(s);
s2 = s > 0 ? -s2 : s2;
int s3 = Mathf.Abs(s) < Mathf.Abs(s2) ? s : s2;
float moveAng = Mathf.Asin(sorts[num - 1].localPosition.x / r) + s3 * ang;
float moveDis = moveAng * r;
float time = Mathf.Abs(moveDis) / cutSpeed;
DoTween.To((float a) =>
{
dis = a;
Move();
}, dis, dis + moveDis, time).OnComplete(() =>
{
//对齐后调用预制体上的函数
//sorts[num - 1].GetComponent<xx>().xx();
//先判断后调用换装的Init方法
if (list[n].name.StartsWith("Tou"))
{
reloading1.Init(list[n].name, 0);
}
else if (list[n].name.StartsWith("YiFu"))
{
reloading1.Init(list[n].name, 1);
}
else if(list[n].name.StartsWith("Tui"))
{
reloading1.Init(list[n].name, 2);
}
});
}
}
2.人物换装脚本
using System.Collections.Generic;
using UnityEngine;
public class Reloading1 : MonoBehaviour
{
SkinnedMeshRenderer sk;
public GameObject[] bodys;
//初始角色
void Start()
{
sk = GetComponent<SkinnedMeshRenderer>();
Mesh mesh = new Mesh();
List<CombineInstance> combines = new List<CombineInstance>();
for (int i = 0; i < bodys.Length; i++)
{
CombineInstance combine = new CombineInstance();
combine.mesh = bodys[i].GetComponentInChildren<SkinnedMeshRenderer>().sharedMesh;
combines.Add(combine);
}
mesh.CombineMeshes(combines.ToArray(), false, false);
sk.sharedMesh = mesh;
List<Material> materials = new List<Material>();
for (int i = 0; i < bodys.Length; i++)
{
materials.Add(bodys[i].GetComponentInChildren<SkinnedMeshRenderer>().sharedMaterial);
}
sk.materials = materials.ToArray();
Transform[] mybones = GetComponentsInChildren<Transform>();
Dictionary<string, Transform> dic = new Dictionary<string, Transform>();
foreach (var item in mybones)
{
dic.Add(item.name, item);
}
List<Transform> bones = new List<Transform>();
for (int i = 0; i < bodys.Length; i++)
{
Transform[] bodybone = bodys[i].GetComponentInChildren<SkinnedMeshRenderer>().bones;
foreach (var item in bodybone)
{
if (dic.ContainsKey(item.name))
{
bones.Add(dic[item.name]);
}
}
}
sk.bones = bones.ToArray();
}
//通过2D轮转图的索引换衣服
public void Init(string name,int type)
{
print(name);
bodys[type] =Resources.Load<GameObject>("Prefab/" + name);
Mesh mesh = new Mesh();
List<CombineInstance> combines = new List<CombineInstance>();
for (int i = 0; i < bodys.Length; i++)
{
CombineInstance combine = new CombineInstance();
combine.mesh = bodys[i].GetComponentInChildren<SkinnedMeshRenderer>().sharedMesh;
combines.Add(combine);
}
mesh.CombineMeshes(combines.ToArray(), false, false);
sk.sharedMesh = mesh;
List<Material> materials = new List<Material>();
for (int i = 0; i < bodys.Length; i++)
{
materials.Add(bodys[i].GetComponentInChildren<SkinnedMeshRenderer>().sharedMaterial);
}
sk.materials = materials.ToArray();
Transform[] mybones = GetComponentsInChildren<Transform>();
Dictionary<string, Transform> dic = new Dictionary<string, Transform>();
foreach (var item in mybones)
{
dic.Add(item.name, item);
}
List<Transform> bones = new List<Transform>();
for (int i = 0; i < bodys.Length; i++)
{
Transform[] bodybone = bodys[i].GetComponentInChildren<SkinnedMeshRenderer>().bones;
foreach (var item in bodybone)
{
if (dic.ContainsKey(item.name))
{
bones.Add(dic[item.name]);
}
}
}
sk.bones = bones.ToArray();
}
// Update is called once per frame
void Update()
{
}
}
3.效果