Unity UI拖拽模型選擇功能
更新時(shí)間:2020年01月07日 11:53:25 作者:迷走逃走
這篇文章主要為大家詳細(xì)介紹了Unity UI拖拽模型選擇功能,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下
指定一塊區(qū)域,玩家鼠標(biāo)or手指拖拽這個(gè)區(qū)域,模型會(huì)進(jìn)行偏移,并用于進(jìn)行人物、道具的選擇
給模型定義一些屬性
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIModelUtil : MonoBehaviour
{
public Animator animator;
public int id;
public int index;
}
模型控制
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIModelControl : MonoBehaviour
{
public Transform modelsParent;
public Transform centerPos;
public float interval;
public bool loop;
List<UIModelUtil> models;
bool isPressing;
public UIDrag dragComp;
Vector3 mousePos;
private void Awake()
{
if(models == null)
{
int i = 0;
models = new List<UIModelUtil>();
foreach(UIModelUtil util in modelsParent.GetComponentsInChildren<UIModelUtil>())
{
models.Add(util);
//util.index = i;
Vector3 pos = Vector3.zero;
pos.x = i * interval;
util.transform.localPosition = pos;
i++;
}
}
}
private void Start()
{
JumpToSelect();
}
private void Update()
{
//接受拖拽事件
if (isPressing)
{
float x = GetInputDeltaX();
int dir = 0;
if (x > 0) dir = 1;
else if (x < 0) dir = -1;
//分辨率修正
if (dir == 0) return;
x = Mathf.Abs(x) / (Screen.width) * 800f;
if (x > 800f) x = 800f;
//偏移
float currectX = Mathf.Lerp(0, interval, x / 800f) * dir;
Vector3 pos = modelsParent.position;
pos.x += currectX;
Transform right = GetRight().transform;
Transform left = GetLeft().transform;
//不循環(huán)時(shí)候設(shè)置邊框
if (models.Count > 2 || !loop || models.Count == 1)
{
if (right.localPosition.x + interval / 10 < -pos.x) pos.x = -(right.localPosition.x + interval / 10);
else if (left.localPosition.x - interval / 10 > -pos.x) pos.x = -(left.localPosition.x - interval / 10);
//modelsParent.position = pos;
}
//只有兩個(gè)循環(huán)的時(shí)候
else if (models.Count == 2 && loop)
{
Transform selected = GetSelect().transform;
//當(dāng)前是右邊那個(gè)且向右拖拽
if (selected == right && dir < 0)
{
Vector3 leftPos = left.localPosition;
leftPos.x = right.localPosition.x + interval;
left.localPosition = leftPos;
}
//當(dāng)前是左邊那個(gè)且向左拖拽
else if (selected == left && dir > 0)
{
Vector3 rightPos = right.localPosition;
rightPos.x = left.localPosition.x - interval;
right.localPosition = rightPos;
}
}
modelsParent.position = pos;
AfterSelect();
}
}
void AfterSelect()
{
foreach(UIModelUtil util in models)
{
float dis = GetXDis(util);
//設(shè)置顯示
if (dis > interval)
util.gameObject.SetActive(false);
else
{
//越靠近中間越前
util.gameObject.SetActive(true);
float t = Mathf.Abs(dis) / interval;
float y = Mathf.Lerp(centerPos.position.z, modelsParent.position.z, t);
Vector3 pos = util.transform.position;
pos.z = y;
util.transform.position = pos;
}
}
//循環(huán)時(shí)候位置修正
if (loop && models.Count > 2)
{
Transform right = GetRight().transform;
Transform left = GetLeft().transform;
Transform selected = GetSelect().transform;
if (selected == right)
{
Vector3 pos = right.position;
pos.x += interval;
left.position = pos;
}
else if (selected == left)
{
Vector3 pos = left.position;
pos.x -= interval;
right.position = pos;
}
}
//設(shè)置UI選中狀況
dragComp.OnSelected(GetSelect().id, GetSelect().index);
}
//通過id選中
UIModelUtil GetById(int id)
{
if (models == null) return null;
UIModelUtil target = null;
foreach (UIModelUtil util in models)
{
if (util.id == id) return util;
}
return target;
}
//獲取當(dāng)前選中
UIModelUtil GetSelect()
{
if (models == null) return null;
float min = 9999;
UIModelUtil target = null;
foreach(UIModelUtil util in models)
{
float dis = Mathf.Abs( GetXDis(util));
if(dis < min)
{
target = util;
min = dis;
}
}
return target;
}
//所有模型最右邊的那個(gè)
UIModelUtil GetRight()
{
if (models == null) return null;
float max = -9999;
UIModelUtil target = null;
foreach(UIModelUtil util in models)
{
float dis = util.transform.localPosition.x;
if(dis > max)
{
target = util;
max = dis;
}
}
return target;
}
//所有模型最左邊的那個(gè)
UIModelUtil GetLeft()
{
if (models == null) return null;
float min = 9999;
UIModelUtil target = null;
foreach(UIModelUtil util in models)
{
float dis = util.transform.localPosition.x;
if(dis < min)
{
target = util;
min = dis;
}
}
return target;
}
//UI控件按下觸發(fā)
public void OnPress()
{
if (isPressing) return;
isPressing = true;
if (Application.isEditor)
mousePos = Input.mousePosition;
else
mousePos = Input.GetTouch(0).position;
if (backing != null) StopCoroutine(backing);
}
//UI控件釋放觸發(fā)
public void OnRelease()
{
backing = StartCoroutine(ToSelect());
isPressing = false;
}
Coroutine backing;
//釋放后偏移
IEnumerator ToSelect()
{
UIModelUtil selected = GetSelect();
float dis = GetXDis(selected);
float time = Mathf.Lerp (0, 1f, Mathf.Abs(dis) / interval);
float timer = 0;
Vector3 from = modelsParent.localPosition;
Vector3 to = from;
to.x = -selected.transform.localPosition.x;
while(timer < time)
{
timer += Time.deltaTime;
float t = timer / time;
Vector3 pos = Vector3.Lerp(from, to, t);
modelsParent.localPosition = pos;
AfterSelect();
yield return null;
}
backing = null;
}
//獲取手指偏移量
float GetInputDeltaX()
{
Vector3 pos;
if (Application.isEditor)
pos = Input.mousePosition;
else
pos = Input.GetTouch(0).position;
Vector3 delta = pos - mousePos;
//Debug.Log(pos +"/"+mousePos +"/"+ delta.x);
mousePos = pos;
return delta.x;
}
//計(jì)算偏移中心位置的X軸距離
float GetXDis(UIModelUtil util)
{
return util.transform.position.x - centerPos.position.x;
}
// 跳轉(zhuǎn)到選中的id
public void JumpToSelect()
{
int id = CharacterManager.characterId;
Vector3 pos = modelsParent.localPosition;
UIModelUtil selected = GetById(id);
pos.x = -selected.transform.localPosition.x;
modelsParent.localPosition = pos;
AfterSelect();
}
}
UI接受點(diǎn)擊事件:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class UIDrag : MonoBehaviour,IPointerDownHandler, IPointerUpHandler
{
public UIModelControl control;
virtual public void OnPointerDown(PointerEventData data)
{
control.OnPress();
}
virtual public void OnPointerUp(PointerEventData data)
{
control.OnRelease();
}
virtual public void OnSelected(int id, int index)
{
}
}
以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
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