Unity实现3D循环滚动效果

本文实例为大家分享了unity实现3d循环滚动效果展示的具体代码,供大家参考,具体内容如下

然后通过setdepthandposition这个方法,实现图片的空间空间展开

z轴和y轴,系数是一样的

经过上面设置,空间就摆开了

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using unityengine;

using system.collections;

using system.collections.generic;

public class selectrole : monobehaviour {

public gameobject rolesobj;

private int _half = 0;//一侧的卡片数

private int _movx = 150;//x轴移动距离

private int _movy = 50;//y轴移动距离

private int _movz = 60;//z轴移动距离

private int count = 3;//组件数

private list<roleitem> _rolelist = new list<roleitem>();

// use this for initialization

void start () {

//加载图片

object[] texturelist = (object[])resources.loadall("pictures");

int maxdepth = texturelist.length % 2 == 1 ? texturelist.length / 2 + 1 : texturelist.length / 2;//最大深度

_half = maxdepth;

for (int i = 0; i < texturelist.length; i++)

{

//加载角色图片预设

gameobject role = instantiate(resources.load("role", typeof(gameobject))) as gameobject;

role.transform.parent = rolesobj.transform;

role.transform.localscale = vector3.one;

eventdelegate.add(role.getcomponent<uitoggle>().onchange , roletogglechange);

roleitem item = role.getcomponent<roleitem>();

item.texture.maintexture = texturelist[i] as texture;

//设置角色卡片排序命名

role.name = maxdepth.tostring();

if (i > 0)

{

//奇数设置为右边,下标为正数

if (i % 2 == 1)

{

maxdepth--;

role.name = maxdepth.tostring();

}

//偶数设置为左边,下标为负数

else

{

role.name = "-" + maxdepth.tostring();

}

}

setdepthandposition(item,0,0);

_rolelist.add(item);

}

}

private void setdepthandposition(roleitem role,int dir,int index)

{

int indexdepth = 0;

//左右移动后,重新排序命名

if (dir != 0)

{

if (index*dir > _half )

indexdepth = -dir * (_half - 1);

else

indexdepth = index > -1 && index < 1 ? dir : index;

role.name = indexdepth.tostring();

}

else

{

indexdepth = int.parse(role.name);

}

tweenposition tp = role.getcomponent<tweenposition>();

int x = indexdepth < 0 ? -(_half + indexdepth) * _movx : (_half - indexdepth) * _movx;

indexdepth = system.math.abs(indexdepth);

tp.to = new vector3(x, (_half - indexdepth) * _movy, (_half - indexdepth) * _movz);

role.bg.depth = count * indexdepth;

role.active.depth = 1 + count * indexdepth;

role.texture.depth = 2 + count * indexdepth;

role.getcomponent<uitoggle>().value = indexdepth == _half ? true:false;

tp.playforward();

}

/// <summary>

/// 左边

/// </summary>

public void leftclick()

{

//重新排列顺序

foreach (roleitem role in _rolelist)

{

int index = int.parse(role.name);

print(index);

setdepthandposition(role,1,++index);

}

}

/// <summary>

/// 右边

/// </summary>

public void rightclick()

{

//重新排列顺序

foreach (roleitem role in _rolelist)

{

int index = int.parse(role.name);

setdepthandposition(role,-1,--index);

}

}

/// <summary>

/// 鼠标选中某个角色

/// </summary>

public void roletogglechange()

{

if(uitoggle.current.value)

{

int index = int.parse(uitoggle.current.name);

int movecount = _half - system.math.abs(index);//移动个数

for (int i = 0; i < movecount;i++ )

{

if (index > 0)

leftclick();

else

rightclick();

}

}

}

}

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。

原文链接:https://blog.csdn.net/qq_15267341/article/details/76011321

本文链接:https://my.lmcjl.com/post/8877.html

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