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Unity3D实现扭动挤压浏览效果

2020-01-24 00:09:07
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最近的项目中,想做到一种能够吸引眼球的一种角色选择浏览效果

Demo源码:点击打开链接

最终实现了下按如下图这么一种浏览效果:

效果图一

效果图二

可能要实现这么一种效果用动画插件会很快,但总感觉有点大材小用
这里我向大家分享一个极简方式来实现这么一种效果

目录结构如下

其中Items有4个Image子节点

在父节点Items下添加如下图横向布局组件

在其4个Image子节点下添加如下图布局元素组件

完成这些步骤后接下来就是代码实现了
在Items添加如下脚本组件

using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEngine.UI; public class Items : MonoBehaviour{ public List<GameObject> items = new List<GameObject>();  //缩放时间 public float time = 1.3f;  //原先大小 public Vector2 oldSize;  //放大缩小速度 public float speed;  private void Start() { for (int i = 0; i < items.Count; i++) { EventTriggerListener.GetComponent(items[i]).onEnter = OnMouseEnter; EventTriggerListener.GetComponent(items[i]).onExit = OnMouseExit; } }   void OnMouseEnter(GameObject go) { EventTriggerListener.GetComponent(go).UpdateSize(oldSize * time, speed); }  void OnMouseExit(GameObject go) { EventTriggerListener.GetComponent(go).UpdateSize(oldSize, speed); }}

在其4个子节点下添加如下脚本组件

using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEngine.EventSystems;using UnityEngine.UI; [RequireComponent(typeof(LayoutElement))]public class EventTriggerListener : EventTrigger{ public delegate void VoidDelegate(GameObject obj); //点击 public VoidDelegate onClick; //鼠标按下 public VoidDelegate onDown; //鼠标抬起 public VoidDelegate onUp; //鼠标移入 public VoidDelegate onEnter; //鼠标移出 public VoidDelegate onExit;  private Vector2 currentSize; private Vector2 targetSize; private float speed = 4.0f;  public static EventTriggerListener GetComponent(GameObject obj) { EventTriggerListener listener = obj.GetComponent<EventTriggerListener>(); if (listener == null) { listener = obj.AddComponent<EventTriggerListener>(); }  return listener; }   public override void OnPointerClick(PointerEventData eventData) { if (onClick != null) { onClick(gameObject); } } public override void OnPointerDown(PointerEventData eventData) { if (onDown != null) onDown(gameObject); } public override void OnPointerUp(PointerEventData eventData) { if (onUp != null) onUp(gameObject); } public override void OnPointerEnter(PointerEventData eventData) { if (onEnter != null) onEnter(gameObject); } public override void OnPointerExit(PointerEventData eventData) { if (onExit != null) onExit(gameObject); }    private void Start() { targetSize = currentSize = new Vector2(this.GetComponent<LayoutElement>().preferredWidth, this.GetComponent<LayoutElement>().preferredHeight); }  private void Update() { if (currentSize != targetSize) { currentSize = Vector2.Lerp(currentSize, targetSize, Time.deltaTime * speed); if (Vector2.Distance(currentSize, targetSize) <= 0.01) { currentSize = targetSize; }  this.GetComponent<LayoutElement>().preferredWidth = currentSize.x; this.GetComponent<LayoutElement>().preferredHeight = currentSize.y; } }  public void UpdateSize(Vector2 size,float speed) { this.targetSize = size; this.speed = speed; }}

脚本挂载上去后,在Item下按如下图方式设值


可以按自己喜好调整数值。

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武林网。

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