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Unity UI拖拽模型选择功能

程序员文章站 2023-02-20 20:11:42
指定一块区域,玩家鼠标or手指拖拽这个区域,模型会进行偏移,并用于进行人物、道具的选择 给模型定义一些属性 using system.collections; using...

指定一块区域,玩家鼠标or手指拖拽这个区域,模型会进行偏移,并用于进行人物、道具的选择

给模型定义一些属性

using system.collections;
using system.collections.generic;
using unityengine;

public class uimodelutil : monobehaviour
{
  public animator animator;
  public int id;
  public int index;

}

模型控制

using system.collections;
using system.collections.generic;
using unityengine;

public class uimodelcontrol : monobehaviour
{
  public transform modelsparent;
  public transform centerpos;
  public float interval;
  public bool loop;

  list<uimodelutil> models;
  bool ispressing;
  public uidrag dragcomp;


  vector3 mousepos;

  private void awake()
  {
    if(models == null)
    {
      int i = 0;
      models = new list<uimodelutil>();
      foreach(uimodelutil util in modelsparent.getcomponentsinchildren<uimodelutil>())
      {
        models.add(util);
        //util.index = i;
        vector3 pos = vector3.zero;
        pos.x = i * interval;
        util.transform.localposition = pos;
        i++;
      }
    }
  }

  private void start()
  {
    jumptoselect();
  }

  
  private void update()
  {
    //接受拖拽事件
    if (ispressing)
    {
      float x = getinputdeltax();
      int dir = 0;
      if (x > 0) dir = 1;
      else if (x < 0) dir = -1;

      //分辨率修正
      if (dir == 0) return;
      x = mathf.abs(x) / (screen.width) * 800f;
      if (x > 800f) x = 800f;

      //偏移
      float currectx = mathf.lerp(0, interval, x / 800f) * dir;
      vector3 pos = modelsparent.position;
      pos.x += currectx;



        transform right = getright().transform;
        transform left = getleft().transform;
      //不循环时候设置边框
      if (models.count > 2 || !loop || models.count == 1)
      {
    

        if (right.localposition.x + interval / 10 < -pos.x) pos.x = -(right.localposition.x + interval / 10);
        else if (left.localposition.x - interval / 10 > -pos.x) pos.x = -(left.localposition.x - interval / 10);

        //modelsparent.position = pos;
      }
      //只有两个循环的时候
      else if (models.count == 2 && loop)
      {

        transform selected = getselect().transform;
        //当前是右边那个且向右拖拽
        if (selected == right && dir < 0)
        {
          
          vector3 leftpos = left.localposition;
          leftpos.x = right.localposition.x + interval;
          left.localposition = leftpos;
        }
        //当前是左边那个且向左拖拽
        else if (selected == left && dir > 0)
        {
          vector3 rightpos = right.localposition;
          rightpos.x = left.localposition.x - interval;
          right.localposition = rightpos;
        }
      }
      modelsparent.position = pos;
      
      afterselect();
    }
  }


  void afterselect()
  {
    foreach(uimodelutil util in models)
    {
      float dis = getxdis(util);
      //设置显示
      if (dis > interval)
        util.gameobject.setactive(false);
      else
      { 
        //越靠近中间越前
        util.gameobject.setactive(true);
        float t = mathf.abs(dis) / interval;
        float y = mathf.lerp(centerpos.position.z, modelsparent.position.z, t);
        vector3 pos = util.transform.position;
        pos.z = y;
        util.transform.position = pos;
      }

    }
    //循环时候位置修正
    if (loop && models.count > 2)
    {
      transform right = getright().transform;
      transform left = getleft().transform;
      transform selected = getselect().transform;
      if (selected == right)
      {
        vector3 pos = right.position;
        pos.x += interval;
        left.position = pos;
      }
      else if (selected == left)
      {
        vector3 pos = left.position;
        pos.x -= interval;
        right.position = pos;
      }
    }
    //设置ui选中状况
    dragcomp.onselected(getselect().id, getselect().index);
  }

  //通过id选中
   uimodelutil getbyid(int id)
  {
    if (models == null) return null;
    uimodelutil target = null;

    foreach (uimodelutil util in models)
    {
      if (util.id == id) return util;
    }
    return target;
  }

  //获取当前选中
   uimodelutil getselect()
  {
    if (models == null) return null;
    float min = 9999;

    uimodelutil target = null;

    foreach(uimodelutil util in models)
    {
      float dis = mathf.abs( getxdis(util));
      if(dis < min)
      {
        target = util;
        min = dis;
      }
    }
    return target;
  }

  //所有模型最右边的那个
   uimodelutil getright()
  {
    if (models == null) return null;
    float max = -9999;

    uimodelutil target = null;

    foreach(uimodelutil util in models)
    {
      float dis = util.transform.localposition.x;
      if(dis > max)
      {
        target = util;
        max = dis;
      }
    }

    return target;
  }

  //所有模型最左边的那个
   uimodelutil getleft()
  {
    if (models == null) return null;
    float min = 9999;

    uimodelutil target = null;

    foreach(uimodelutil util in models)
    {
      float dis = util.transform.localposition.x;
      if(dis < min)
      {
        target = util;
        min = dis;
      }
    }


    return target;
  }

  //ui控件按下触发
  public void onpress()
  {
    if (ispressing) return;
    ispressing = true;

    if (application.iseditor)
      mousepos = input.mouseposition;
    else
      mousepos = input.gettouch(0).position;
    if (backing != null) stopcoroutine(backing);
  }

  //ui控件释放触发
  public void onrelease()
  {
    backing = startcoroutine(toselect());
    ispressing = false;
  }


  coroutine backing;
  //释放后偏移
  ienumerator toselect()
  {


    uimodelutil selected = getselect();
    float dis = getxdis(selected);
    float time = mathf.lerp (0, 1f, mathf.abs(dis) / interval);
    float timer = 0;
    vector3 from = modelsparent.localposition;
    vector3 to = from;
    to.x = -selected.transform.localposition.x;

    while(timer < time)
    {
      timer += time.deltatime;
      float t = timer / time;
      vector3 pos = vector3.lerp(from, to, t);
      modelsparent.localposition = pos;
      afterselect();
      yield return null;
    }
    backing = null;

  }

  //获取手指偏移量
  float getinputdeltax()
  {
    vector3 pos;
    if (application.iseditor)
      pos = input.mouseposition;
    else
      pos = input.gettouch(0).position;
    vector3 delta = pos - mousepos;
    //debug.log(pos +"/"+mousepos +"/"+ delta.x);
    mousepos = pos;
    return delta.x;
      
  }

  //计算偏移中心位置的x轴距离
  float getxdis(uimodelutil util)
  {
    return util.transform.position.x - centerpos.position.x;
  }

  // 跳转到选中的id
  public void jumptoselect()
  {
    int id = charactermanager.characterid;
    vector3 pos = modelsparent.localposition;
    uimodelutil selected = getbyid(id);
    pos.x = -selected.transform.localposition.x;
    modelsparent.localposition = pos;

    afterselect();
  }


}

ui接受点击事件:

using system.collections;
using system.collections.generic;
using unityengine;
using unityengine.eventsystems;
public class uidrag : monobehaviour,ipointerdownhandler, ipointeruphandler
{
  public uimodelcontrol control;

  virtual public void onpointerdown(pointereventdata data)
  {
    control.onpress();
  }

  virtual public void onpointerup(pointereventdata data)
  {
    control.onrelease();
  }

  virtual public void onselected(int id, int index)
  {

  }
}

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