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Unity實現(xiàn)卡牌翻動效果

本文實例為大家分享了Unity實現(xiàn)卡牌翻動效果展示的具體代碼,供大家參考,具體內(nèi)容如下

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事實上這是項目需要,我改的一個代碼,實際上就是利用unity的一些基礎(chǔ)屬性實現(xiàn)其效果。啥也不多說了,先上原代碼:

/// Credit Mrs. YakaYocha 
/// Sourced from - https://www.youtube.com/channel/UCHp8LZ_0-iCvl-5pjHATsgw
/// Please donate: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=RJ8D9FRFQF9VS
 
using UnityEngine.Events;
 
namespace UnityEngine.UI.Extensions
{
 [RequireComponent(typeof(ScrollRect))]
 [AddComponentMenu("Layout/Extensions/Vertical Scroller")]
 public class UIVerticalScroller : MonoBehaviour
 {
  [Tooltip("Scrollable area (content of desired ScrollRect)")]
  public RectTransform _scrollingPanel;
  [Tooltip("Elements to populate inside the scroller")]
  public GameObject[] _arrayOfElements;
  [Tooltip("Center display area (position of zoomed content)")]
  public RectTransform _center;
  [Tooltip("Select the item to be in center on start. (optional)")]
  public int StartingIndex = -1;
  [Tooltip("Button to go to the next page. (optional)")]
  public GameObject ScrollUpButton;
  [Tooltip("Button to go to the previous page. (optional)")]
  public GameObject ScrollDownButton;
  [Tooltip("Event fired when a specific item is clicked, exposes index number of item. (optional)")]
  public UnityEvent ButtonClicked;
 
 
  private float[] distReposition;
  private float[] distance;
  //private int elementsDistance;
  private int minElementsNum;
  private int elementLength;
  //private int elementHalfLength;
  private float deltaY;
  private string result;
 
  public UIVerticalScroller() { }
 
  public UIVerticalScroller(RectTransform scrollingPanel, GameObject[] arrayOfElements, RectTransform center)
  {
   _scrollingPanel = scrollingPanel;
   _arrayOfElements = arrayOfElements;
   _center = center;
  }
 
 
  public void Awake()
  {
   var scrollRect = GetComponent();
   if (!_scrollingPanel)
   {
    _scrollingPanel = scrollRect.content;
   }
   if (!_center)
   {
    Debug.LogError("Please define the RectTransform for the Center viewport of the scrollable area");
   }
   if (_arrayOfElements == null || _arrayOfElements.Length == 0)
   {
    var childCount = scrollRect.content.childCount;
    if (childCount > 0)
    {
     _arrayOfElements = new GameObject[childCount];
     for (int i = 0; i < childCount; i++)
     {
      _arrayOfElements[i] = scrollRect.content.GetChild(i).gameObject;
     }     
    }
   }
  }
 
  public void Start()
  {
   if (_arrayOfElements.Length < 1)
   {
    Debug.Log("No child content found, exiting..");
    return;
   }
 
   elementLength = _arrayOfElements.Length;
   distance = new float[elementLength];
   distReposition = new float[elementLength];
 
   //get distance between buttons
   //elementsDistance = (int)Mathf.Abs(_arrayOfElements[1].GetComponent().anchoredPosition.y - _arrayOfElements[0].GetComponent().anchoredPosition.y);
   deltaY = _arrayOfElements[0].GetComponent().rect.height * elementLength / 3 * 2;
   Vector2 startPosition = new Vector2(_scrollingPanel.anchoredPosition.x, -deltaY);
   _scrollingPanel.anchoredPosition = startPosition;
 
   for (var i = 0; i < _arrayOfElements.Length; i++)
   {
    AddListener(_arrayOfElements[i], i);
   }
 
   if (ScrollUpButton)
    ScrollUpButton.GetComponent

源代碼是上下滑動的,再上我改過之后的代碼,左右滑動的;

/// Credit Mrs. YakaYocha 
/// Sourced from - https://www.youtube.com/channel/UCHp8LZ_0-iCvl-5pjHATsgw
/// Please donate: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=RJ8D9FRFQF9VS
 
using UnityEngine.Events;
 
namespace UnityEngine.UI.Extensions
{
 [RequireComponent(typeof(ScrollRect))]
 [AddComponentMenu("Layout/Extensions/Vertical Scroller")]
 public class UIVerticalScrollerMove : MonoBehaviour
 {
  [Tooltip("Scrollable area (content of desired ScrollRect)")]
  public RectTransform _scrollingPanel;//展示面板
  [Tooltip("Elements to populate inside the scroller")]
  public GameObject[] _arrayOfElements;//長度元素
  [Tooltip("Center display area (position of zoomed content)")]
  public RectTransform _center;//位置
  [Tooltip("Select the item to be in center on start. (optional)")]
  public int StartingIndex = -1;//初始指針(外界提供)
  [Tooltip("Button to go to the next page. (optional)")]
  public GameObject ScrollLeftButton;//左按鈕
  [Tooltip("Button to go to the previous page. (optional)")]
  public GameObject ScrollRightButton;//右按鈕
  [Tooltip("Event fired when a specific item is clicked, exposes index number of item. (optional)")]
  public UnityEvent ButtonClicked;//按鈕點擊
 
 
  private float[] distReposition;//長度改變
  private float[] distance;//長度列表
  //private int elementsDistance;
  private int minElementsNum;//最小元素數(shù)
  private int elementLength;//元素長度
  //private int elementHalfLength;
  private float deltaX;//移動x
  private string result;//結(jié)果
 
  public UIVerticalScrollerMove() { }//構(gòu)造函數(shù)
 
  public UIVerticalScrollerMove(RectTransform scrollingPanel, GameObject[] arrayOfElements, RectTransform center)
  {
   _scrollingPanel = scrollingPanel;
   _arrayOfElements = arrayOfElements;
   _center = center;
  }
 
 
  //初始化啟動
  public void Awake()
  {
   var scrollRect = GetComponent();//獲取到排列
   if (!_scrollingPanel)
   {
    _scrollingPanel = scrollRect.content;//如果不是展示面板,獲取該物體的可滾動的面板
   }
   if (!_center)//如果設(shè)置不成功,打印失敗
   {
    Debug.LogError("Please define the RectTransform for the Center viewport of the scrollable area");
   }
   if (_arrayOfElements == null || _arrayOfElements.Length == 0)
   {
    var childCount = scrollRect.content.childCount;
    if (childCount > 0)
    {
     _arrayOfElements = new GameObject[childCount];
     for (int i = 0; i < childCount; i++)
     {
      _arrayOfElements[i] = scrollRect.content.GetChild(i).gameObject;
     }     
    }
   }//獲取子物體的長度
  }
 
  //初始化啟動
  public void Start()
  {
   if (_arrayOfElements.Length < 1)
   {
    Debug.Log("No child content found, exiting..");
    return;
   }//沒有子物體的時候,打印尋找失敗
 
   elementLength = _arrayOfElements.Length;
   distance = new float[elementLength];
   distReposition = new float[elementLength];//通過子物體的長度定義距離長度列表與移動長度列表
 
   //get distance between buttons
   //elementsDistance = (int)Mathf.Abs(_arrayOfElements[1].GetComponent().anchoredPosition.y - _arrayOfElements[0].GetComponent().anchoredPosition.y);
   deltaX = _arrayOfElements[0].GetComponent().rect.width * elementLength / 3 * 2;
   Vector2 startPosition = new Vector2( -deltaX,_scrollingPanel.anchoredPosition.y);
   _scrollingPanel.anchoredPosition = startPosition;//獲取到更改的按鈕
 
   for (var i = 0; i < _arrayOfElements.Length; i++)
   {
    AddListener(_arrayOfElements[i], i);
   }//監(jiān)聽每個按鈕上掛載的方法
 
   //如果左右按鈕的話,分別監(jiān)聽不同的方法
   if (ScrollLeftButton)
    ScrollLeftButton.GetComponent

這是可插件里面的類庫,不過核心邏輯可以用Unity來重寫,以上都有注釋。

最后是引用方法:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.UI.Extensions;
 
public class ScrollingCalendarTest : MonoBehaviour {
 public RectTransform monthsScrollingPanel;
 public GameObject monthsButtonPrefab;
 private GameObject[] monthsButtons;
 public RectTransform monthCenter;
 
 private int monthsSet;
 
 UIVerticalScrollerMove monthsVerticalScroller;
 //Initialize Months
 //生成預(yù)制體
 private void InitializeMonths()
 {
 int[] months = new int[12];
 
 monthsButtons = new GameObject[months.Length];
 for (int i = 0; i < months.Length; i++)
 {
 string month = "";
 months[i] = i;
 
 GameObject clone = (GameObject)Instantiate(monthsButtonPrefab, new Vector3(i * 380,0, 0), Quaternion.Euler(new Vector3(0, 0, 0))) as GameObject;
 clone.transform.SetParent(monthsScrollingPanel, false);
 clone.transform.localScale = new Vector3(1, 1, 1);
 
 month = ""+i;
 
 clone.GetComponentInChildren().text = month;
 clone.name = "Month_" + months[i];
 clone.AddComponent();
 monthsButtons[i] = clone;
 }
 }
 // Use this for initialization
  public void Awake()
  {
   InitializeMonths();
 
   //Yes Unity complains about this but it doesn't matter in this case.
   monthsVerticalScroller = new UIVerticalScrollerMove(monthsScrollingPanel, monthsButtons, monthCenter);
 
   monthsVerticalScroller.Start();
  }
 
  public void SetDate()
  {
//   monthsSet = int.Parse(inputFieldMonths.text) - 1;
 
   monthsVerticalScroller.SnapToElement(monthsSet);
  }
 
  void Update()
  {
   monthsVerticalScroller.Update();
 
   string monthString = monthsVerticalScroller.GetResults();
 
  }
 
 
  public void MonthsScrollUp()
  {
   monthsVerticalScroller.ScrollLeft();
  }
 
  public void MonthsScrollDown()
  {
   monthsVerticalScroller.ScrollRight();
  }
 
}

效果與引用:

Unity實現(xiàn)卡牌翻動效果Unity實現(xiàn)卡牌翻動效果

以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持創(chuàng)新互聯(lián)。


本文名稱:Unity實現(xiàn)卡牌翻動效果
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