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Unity實(shí)現(xiàn)跑馬燈抽獎(jiǎng)效果-創(chuàng)新互聯(lián)

Unity 跑馬燈抽獎(jiǎng)效果實(shí)現(xiàn)代碼,供大家參考,具體內(nèi)容如下

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這邊用到插件是NGUI+Dotween,思路簡單說下:先排版,通過移動(dòng)圖片蒙版來實(shí)現(xiàn)效果。
下面是排版和文件目錄。

Unity實(shí)現(xiàn)跑馬燈抽獎(jiǎng)效果

代碼部分是通過余數(shù)去確認(rèn)停的位置,boxlist通過unity拖拉加入數(shù)據(jù),chooseBoxList直接通過余數(shù)判斷添加。
代碼量很少,稍微看下就明白了。

直接上代碼了:

using System;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using UnityEngine;

public class goLuckyDraw : MonoBehaviour
{
  private int index = 23;
  //index%12 來判斷停在哪個(gè)位置
 // Use this for initialization
  private UISprite prize1,prize2,prize3,prize4,prize5,prize6,prize7,prize8,prize9,prize10,prize11,prize12, prize13, prize14;
  private UISprite transparentBox;
  public List boxList = new List();
  public List chooseBoxList = new List();
  void Start () {
    prize1 = GameObject.Find("Lucky/Bg/prize1").GetComponent();
    prize2 = GameObject.Find("Lucky/Bg/prize2").GetComponent();
    prize3 = GameObject.Find("Lucky/Bg/prize3").GetComponent();
    prize4 = GameObject.Find("Lucky/Bg/prize4").GetComponent();
    prize5 = GameObject.Find("Lucky/Bg/prize5").GetComponent();
    prize6 = GameObject.Find("Lucky/Bg/prize6").GetComponent();
    prize7 = GameObject.Find("Lucky/Bg/prize7").GetComponent();
    prize8 = GameObject.Find("Lucky/Bg/prize8").GetComponent();
    prize9 = GameObject.Find("Lucky/Bg/prize9").GetComponent();
    prize10 = GameObject.Find("Lucky/Bg/prize10").GetComponent();
    prize11 = GameObject.Find("Lucky/Bg/prize11").GetComponent();
    prize12 = GameObject.Find("Lucky/Bg/prize12").GetComponent();
    prize13 = GameObject.Find("Lucky/Bg/prize13").GetComponent();
    prize14 = GameObject.Find("Lucky/Bg/prize14").GetComponent();
    transparentBox = GameObject.Find("Bg/Transparentbox").GetComponent();
    transparentBox.gameObject.SetActive(false);
    //獲取需要監(jiān)聽的按鈕對(duì)象
    GameObject button = GameObject.Find("Lucky/Bg/start");
    //設(shè)置這個(gè)按鈕的監(jiān)聽,指向本類的ButtonClick方法中。
    UIEventListener.Get(button).onClick = StartLuckyDraw;

    chooseIndex(index);

    // StartLuckyDraw();
   
  }

  IEnumerator Move( )
  {
    float time;
    
    for (int i = 0; i < boxList.Count; i++)
    {
      time = Mathf.Lerp(0.04f, 0.05f, 0.05f*i);
      Debug.Log("---time----="+time);
      transparentBox.transform.DOLocalMove(boxList[i].localPosition, time);
      yield return new WaitForSeconds(0.05f);
    }
    for (int i = 0; i < boxList.Count; i++)
    {
      time = Mathf.Lerp(0.05f, 0.065f, 0.05f * i);
      Debug.Log("---time3----=" + time);
      transparentBox.transform.DOLocalMove(boxList[i].localPosition, time);
      yield return new WaitForSeconds(0.05f);
    }
    for (int i = 0; i < boxList.Count; i++)
    {
      time = Mathf.Lerp(0.065f, 0.08f, 0.05f * i);
      Debug.Log("---time2----=" + time);
      transparentBox.transform.DOLocalMove(boxList[i].localPosition, time);
      yield return new WaitForSeconds(0.05f);
    }
    for (int i = 0; i < chooseBoxList.Count; i++)
    {
      transparentBox.transform.DOLocalMove(chooseBoxList[i].localPosition,0.1f);
      yield return new WaitForSeconds(0.1f);
    }
    yield return new WaitForSeconds(2f);
    transparentBox.gameObject.SetActive(false);
  }

  private void chooseIndex(int index)
  {
    chooseBoxList.Clear();
    for (int i = 0; i < index % 12; i++)
    {
      chooseBoxList.Add(boxList[i]);
    }
  }

  private void StartLuckyDraw(GameObject go)
  {
    transparentBox.gameObject.SetActive(true);
    StartCoroutine(Move());
  }

  void Update () {
 
 }
}

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