最近項目中的活動面板要做來回滾動卡牌預覽效果,感覺自己來寫的話,也能寫,但是可能會比較耗時,看到github上有開源的項目,于是就借用了,github的資源地址,感謝作者的分享。
本篇博客旨在告訴大家如何利用這個插件。
插件的核心在于工程中的6個腳本,以下是六個腳本的源碼:
dragenhanceview.cs
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using unityengine; using system.collections; using unityengine.ui; using unityengine.eventsystems; public class uguienhanceitem : enhanceitem { private button ubutton; private image image; protected override void onstart() { image = getcomponent<image>(); ubutton = getcomponent<button>(); ubutton.onclick.addlistener(onclickuguibutton); } private void onclickuguibutton() { onclickenhanceitem(); } // set the item "depth" 2d or 3d protected override void setitemdepth( float depthcurvevalue, int depthfactor, float itemcount) { int newdepth = ( int )(depthcurvevalue * itemcount); this .transform.setsiblingindex(newdepth); } public override void setselectstate( bool iscenter) { if (image == null ) image = getcomponent<image>(); image.color = iscenter ? color.white : color.gray; } } |
enhancescrollviewdragcontroller.cs
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using unityengine; using system.collections; public class enhancescrollviewdragcontroller : monobehaviour { private vector2 lastposition = vector2.zero; private vector2 cachedposition = vector2.zero; private gameobject dragtarget; private camera targetcamera; private int raycastmask = 0; private bool dragstart = false ; public void settargetcameraandmask(camera camera, int mask) { this .targetcamera = camera; this .raycastmask = mask; } void update() { if ( this .targetcamera == null ) return ; #if unity_editor processmouseinput(); #elif unity_ios || unity_android processtouchinput(); #endif } /// <summary> /// process mouse input /// </summary> private void processmouseinput() { if (input.getmousebuttondown(0)) { if (targetcamera == null ) return ; dragtarget = raycast( this .targetcamera, input.mouseposition); lastposition.x = input.mouseposition.x; lastposition.y = input.mouseposition.y; } if (input.getmousebutton(0)) { if (dragtarget == null ) return ; cachedposition.x = input.mouseposition.x; cachedposition.y = input.mouseposition.y; vector2 delta = cachedposition - lastposition; if (!dragstart && delta.sqrmagnitude != 0f) dragstart = true ; if (dragstart) { // notify target dragtarget.sendmessage( "onenhanceviewdrag" , delta, sendmessageoptions.dontrequirereceiver); } lastposition = cachedposition; } if (input.getmousebuttonup(0)) { if (dragtarget != null && dragstart) { dragtarget.sendmessage( "onenhaneviewdragend" , sendmessageoptions.dontrequirereceiver); } dragtarget = null ; dragstart = false ; } } /// <summary> /// process touch input /// </summary> private void processtouchinput() { if (input.touchcount > 0) { touch touch = input.gettouch(0); if (touch.phase == touchphase.began) { if (targetcamera == null ) return ; dragtarget = raycast( this .targetcamera, input.mouseposition); } else if (touch.phase == touchphase.moved) { if (dragtarget == null ) return ; if (!dragstart && touch.deltaposition.sqrmagnitude != 0f) { dragstart = true ; } if (dragstart) { // notify target dragtarget.sendmessage( "onenhanceviewdrag" , touch.deltaposition, sendmessageoptions.dontrequirereceiver); } } else if (touch.phase == touchphase.ended) { if (dragtarget != null && dragstart) { dragtarget.sendmessage( "onenhaneviewdragend" , sendmessageoptions.dontrequirereceiver); } dragtarget = null ; dragstart = false ; } } } public gameobject raycast(camera cam, vector3 inpos) { vector3 pos = cam.screentoviewportpoint(inpos); if ( float .isnan(pos.x) || float .isnan(pos.y)) return null ; if (pos.x < 0f || pos.x > 1f || pos.y < 0f || pos.y > 1f) return null ; ray ray = cam.screenpointtoray(inpos); float dis = 100f; raycasthit[] hits = physics.raycastall(ray, dis, raycastmask); if (hits.length > 0) { for ( int i = 0; i < hits.length; i++) { gameobject go = hits[i].collider.gameobject; dragenhanceview dragview = go.getcomponent<dragenhanceview>(); if (dragview == null ) continue ; else { // just return current hover object our drag target return go; } } } return null ; } } |
enhanceitem.cs
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using unityengine; using system.collections; public class enhanceitem : monobehaviour { // start index private int curveoffsetindex = 0; public int curveoffsetindex { get { return this .curveoffsetindex; } set { this .curveoffsetindex = value; } } // runtime real index(be calculated in runtime) private int currealindex = 0; public int realindex { get { return this .currealindex; } set { this .currealindex = value; } } // curve center offset private float dcurvecenteroffset = 0.0f; public float centeroffset { get { return this .dcurvecenteroffset; } set { dcurvecenteroffset = value; } } private transform mtrs; void awake() { mtrs = this .transform; onawake(); } void start() { onstart(); } // update item's status // 1. position // 2. scale // 3. "depth" is 2d or z position in 3d to set the front and back item public void updatescrollviewitems( float xvalue, float depthcurvevalue, int depthfactor, float itemcount, float yvalue, float scalevalue) { vector3 targetpos = vector3.one; vector3 targetscale = vector3.one; // position targetpos.x = xvalue; targetpos.y = yvalue; mtrs.localposition = targetpos; // set the "depth" of item // targetpos.z = depthvalue; setitemdepth(depthcurvevalue, depthfactor, itemcount); // scale targetscale.x = targetscale.y = scalevalue; mtrs.localscale = targetscale; } protected virtual void onclickenhanceitem() { enhancescrollview.getinstance.sethorizontaltargetitemindex( this ); } protected virtual void onstart() { } protected virtual void onawake() { } protected virtual void setitemdepth( float depthcurvevalue, int depthfactor, float itemcount) { } // set the item center state public virtual void setselectstate( bool iscenter) { } } |
enhancescrollview.cs
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using unityengine; using system.collections; using system.collections.generic; public class enhancescrollview : monobehaviour { public enum inputsystemtype { nguiandworldinput, // use enhancescrollviewdragcontroller.cs to get the input(keyboard and touch) uguiinput, // use udragenhanceview for each item to get drag event } // input system type(ngui or 3d world, ugui) public inputsystemtype inputtype = inputsystemtype.nguiandworldinput; // control the item's scale curve public animationcurve scalecurve; // control the position curve public animationcurve positioncurve; // control the "depth"'s curve(in 3d version just the z value, in 2d ui you can use the depth(ngui)) // note: // 1. in ngui set the widget's depth may cause performance problem // 2. if you use 3d ui just set the item's z position public animationcurve depthcurve = new animationcurve( new keyframe(0, 0), new keyframe(0.5f, 1), new keyframe(1, 0)); // the start center index [tooltip( "the start center index" )] public int startcenterindex = 0; // offset width between item public float cellwidth = 10f; private float totalhorizontalwidth = 500.0f; // vertical fixed position value public float yfixedpositionvalue = 46.0f; // lerp duration public float lerpduration = 0.2f; private float mcurrentduration = 0.0f; private int mcenterindex = 0; public bool enablelerptween = true ; // center and precentered item private enhanceitem curcenteritem; private enhanceitem precenteritem; // if we can change the target item private bool canchangeitem = true ; private float dfactor = 0.2f; // originhorizontalvalue lerp to horizontaltargetvalue private float originhorizontalvalue = 0.1f; public float curhorizontalvalue = 0.5f; // "depth" factor (2d widget depth or 3d z value) private int depthfactor = 5; // drag enhance scroll view [tooltip( "camera for drag ray cast" )] public camera sourcecamera; private enhancescrollviewdragcontroller dragcontroller; public void enabledrag( bool isenabled) { if (isenabled) { if (inputtype == inputsystemtype.nguiandworldinput) { if (sourcecamera == null ) { debug.logerror( "## source camera for drag scroll view is null ##" ); return ; } if (dragcontroller == null ) dragcontroller = gameobject.addcomponent<enhancescrollviewdragcontroller>(); dragcontroller.enabled = true ; // set the camera and mask dragcontroller.settargetcameraandmask(sourcecamera, (1 << layermask.nametolayer( "ui" ))); } } else { if (dragcontroller != null ) dragcontroller.enabled = false ; } } // targets enhance item in scroll view public list<enhanceitem> listenhanceitems; // sort to get right index private list<enhanceitem> listsorteditems = new list<enhanceitem>(); private static enhancescrollview instance; public static enhancescrollview getinstance { get { return instance; } } void awake() { instance = this ; } void start() { canchangeitem = true ; int count = listenhanceitems.count; dfactor = (mathf.roundtoint((1f / count) * 10000f)) * 0.0001f; mcenterindex = count / 2; if (count % 2 == 0) mcenterindex = count / 2 - 1; int index = 0; for ( int i = count - 1; i >= 0; i--) { listenhanceitems[i].curveoffsetindex = i; listenhanceitems[i].centeroffset = dfactor * (mcenterindex - index); listenhanceitems[i].setselectstate( false ); gameobject obj = listenhanceitems[i].gameobject; if (inputtype == inputsystemtype.nguiandworldinput) { dragenhanceview script = obj.getcomponent<dragenhanceview>(); if (script != null ) script.setscrollview( this ); } else { udragenhanceview script = obj.getcomponent<udragenhanceview>(); if (script != null ) script.setscrollview( this ); } index++; } // set the center item with startcenterindex if (startcenterindex < 0 || startcenterindex >= count) { debug.logerror( "## startcenterindex < 0 || startcenterindex >= listenhanceitems.count out of index ##" ); startcenterindex = mcenterindex; } // sorted items listsorteditems = new list<enhanceitem>(listenhanceitems.toarray()); totalhorizontalwidth = cellwidth * count; curcenteritem = listenhanceitems[startcenterindex]; curhorizontalvalue = 0.5f - curcenteritem.centeroffset; lerptweentotarget(0f, curhorizontalvalue, false ); // // enable the drag actions // enabledrag( true ); } private void lerptweentotarget( float originvalue, float targetvalue, bool needtween = false ) { if (!needtween) { sortenhanceitem(); originhorizontalvalue = targetvalue; updateenhancescrollview(targetvalue); this .ontweenover(); } else { originhorizontalvalue = originvalue; curhorizontalvalue = targetvalue; mcurrentduration = 0.0f; } enablelerptween = needtween; } public void disablelerptween() { this .enablelerptween = false ; } /// /// update enhanceitem state with curve ftime value /// public void updateenhancescrollview( float fvalue) { for ( int i = 0; i < listenhanceitems.count; i++) { enhanceitem itemscript = listenhanceitems[i]; float xvalue = getxposvalue(fvalue, itemscript.centeroffset); float scalevalue = getscalevalue(fvalue, itemscript.centeroffset); float depthcurvevalue = depthcurve.evaluate(fvalue + itemscript.centeroffset); itemscript.updatescrollviewitems(xvalue, depthcurvevalue, depthfactor, listenhanceitems.count, yfixedpositionvalue, scalevalue); } } void update() { if (enablelerptween) tweenviewtotarget(); } private void tweenviewtotarget() { mcurrentduration += time.deltatime; if (mcurrentduration > lerpduration) mcurrentduration = lerpduration; float percent = mcurrentduration / lerpduration; float value = mathf.lerp(originhorizontalvalue, curhorizontalvalue, percent); updateenhancescrollview(value); if (mcurrentduration >= lerpduration) { canchangeitem = true ; enablelerptween = false ; ontweenover(); } } private void ontweenover() { if (precenteritem != null ) precenteritem.setselectstate( false ); if (curcenteritem != null ) curcenteritem.setselectstate( true ); } // get the evaluate value to set item's scale private float getscalevalue( float slidervalue, float added) { float scalevalue = scalecurve.evaluate(slidervalue + added); return scalevalue; } // get the x value set the item's position private float getxposvalue( float slidervalue, float added) { float evaluatevalue = positioncurve.evaluate(slidervalue + added) * totalhorizontalwidth; return evaluatevalue; } private int getmovecurvefactorcount(enhanceitem precenteritem, enhanceitem newcenteritem) { sortenhanceitem(); int factorcount = mathf.abs(newcenteritem.realindex) - mathf.abs(precenteritem.realindex); return mathf.abs(factorcount); } // sort item with x so we can know how much distance we need to move the timeline(curve time line) static public int sortposition(enhanceitem a, enhanceitem b) { return a.transform.localposition.x.compareto(b.transform.localposition.x); } private void sortenhanceitem() { listsorteditems.sort(sortposition); for ( int i = listsorteditems.count - 1; i >= 0; i--) listsorteditems[i].realindex = i; } public void sethorizontaltargetitemindex(enhanceitem selectitem) { if (!canchangeitem) return ; if (curcenteritem == selectitem) return ; canchangeitem = false ; precenteritem = curcenteritem; curcenteritem = selectitem; // calculate the direction of moving float centerxvalue = positioncurve.evaluate(0.5f) * totalhorizontalwidth; bool isright = false ; if (selectitem.transform.localposition.x > centerxvalue) isright = true ; // calculate the offset * dfactor int moveindexcount = getmovecurvefactorcount(precenteritem, selectitem); float dvalue = 0.0f; if (isright) { dvalue = -dfactor * moveindexcount; } else { dvalue = dfactor * moveindexcount; } float originvalue = curhorizontalvalue; lerptweentotarget(originvalue, curhorizontalvalue + dvalue, true ); } // click the right button to select the next item. public void onbtnrightclick() { if (!canchangeitem) return ; int targetindex = curcenteritem.curveoffsetindex + 1; if (targetindex > listenhanceitems.count - 1) targetindex = 0; sethorizontaltargetitemindex(listenhanceitems[targetindex]); } // click the left button the select next next item. public void onbtnleftclick() { if (!canchangeitem) return ; int targetindex = curcenteritem.curveoffsetindex - 1; if (targetindex < 0) targetindex = listenhanceitems.count - 1; sethorizontaltargetitemindex(listenhanceitems[targetindex]); } public float factor = 0.001f; // on drag move public void ondragenhanceviewmove(vector2 delta) { // in developing if (mathf.abs(delta.x) > 0.0f) { curhorizontalvalue += delta.x * factor; lerptweentotarget(0.0f, curhorizontalvalue, false ); } } // on drag end public void ondragenhanceviewend() { // find closed item to be centered int closestindex = 0; float value = (curhorizontalvalue - ( int )curhorizontalvalue); float min = float .maxvalue; float tmp = 0.5f * (curhorizontalvalue < 0 ? -1 : 1); for ( int i = 0; i < listenhanceitems.count; i++) { float dis = mathf.abs(mathf.abs(value) - mathf.abs((tmp - listenhanceitems[i].centeroffset))); if (dis < min) { closestindex = i; min = dis; } } originhorizontalvalue = curhorizontalvalue; float target = (( int )curhorizontalvalue + (tmp - listenhanceitems[closestindex].centeroffset)); precenteritem = curcenteritem; curcenteritem = listenhanceitems[closestindex]; lerptweentotarget(originhorizontalvalue, target, true ); canchangeitem = false ; } } |
nguienhanceitem.cs
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using unityengine; using system.collections; /// <summary> /// ngui enhance item example /// </summary> public class nguienhanceitem : enhanceitem { private uitexture mtexture; protected override void onawake() { this .mtexture = getcomponent<uitexture>(); uieventlistener. get ( this .gameobject).onclick = onclicknguiitem; } private void onclicknguiitem(gameobject obj) { this .onclickenhanceitem(); } // set the item "depth" 2d or 3d protected override void setitemdepth( float depthcurvevalue, int depthfactor, float itemcount) { if (mtexture.depth != ( int )mathf.abs(depthcurvevalue * depthfactor)) mtexture.depth = ( int )mathf.abs(depthcurvevalue * depthfactor); } // item is centered public override void setselectstate( bool iscenter) { if (mtexture == null ) mtexture = this .getcomponent<uitexture>(); if (mtexture != null ) mtexture.color = iscenter ? color.white : color.gray; } protected override void onclickenhanceitem() { // item was clicked base .onclickenhanceitem(); } } |
uguienhanceitem.cs
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using unityengine; using system.collections; using unityengine.ui; using unityengine.eventsystems; public class uguienhanceitem : enhanceitem { private button ubutton; private image image; protected override void onstart() { image = getcomponent<image>(); ubutton = getcomponent<button>(); ubutton.onclick.addlistener(onclickuguibutton); } private void onclickuguibutton() { onclickenhanceitem(); } // set the item "depth" 2d or 3d protected override void setitemdepth( float depthcurvevalue, int depthfactor, float itemcount) { int newdepth = ( int )(depthcurvevalue * itemcount); this .transform.setsiblingindex(newdepth); } public override void setselectstate( bool iscenter) { if (image == null ) image = getcomponent<image>(); image.color = iscenter ? color.white : color.gray; } } |
導入以上6個腳本以后,我們開始制作效果,先從ngui開始,我們先在場景中,隨便添加一個背景,然后,我們在uiroot下面添加一個空物體,取名scrollview,添加enhancescrollview.cs腳本,然后制作六個texture作為scrollview的子物體,添加dragenhanceview.cs腳本,nguienhanceitem.cs腳本,boxcollider組件。接著,我們在六個圖片下方添加兩個button,作為左右切換卡牌的按鈕,在點擊事件中,拖入scrollview,分別添加onbtnleftclick,onbtnrightclick方法。做完以上操作以后,場景大概是這樣:
接著,我們選中scrollview,調整腳本參數:
scalecurve圖像參數,設置為如下,左右循環都為pingpong:
positioncurve圖像參數如下,左右循環都為loop:
depthcurve圖像參數如下,左右循環都為loop:
然后把scrollview的子物體都拖到listenhanceitems這個公開數組下:
這樣,我們就把配置工作都做好了,運行游戲:
可以看到,效果還不錯,左右滑動或者點擊切換按鈕,就能實現切換卡牌的功能。
接著,我們看一下ugui的實現,ugui的ui布局基本和ngui保持一致,所不同的是scrollview的子物體添加的腳本不一樣,所需要的腳本及組件如下圖所示:
然后,還有需要注意的一點是,在scrollview上的參數配置上,我們需要把inputtype這個屬性調整為ugui input
曲線設置和子物體數組設置和ngui一樣,這里就不再重復了,配置完這些操作以后,運行,ugui也能實現一樣的卡牌滾動效果:
以上,感謝github。
以上就是本文的全部內容,希望對大家的學習有所幫助,也希望大家多多支持服務器之家。
原文鏈接:https://blog.csdn.net/OneWord233/article/details/84136424