Unity3D实现扭动挤压浏览效果
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 = cu【本文由:日本服务器 欢迎转载】rrentSize.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海外IDC网。