Unity UI拖拽模型選擇功能
指定一塊區(qū)域,玩家鼠標(biāo)or手指拖拽這個(gè)區(qū)域,模型會(huì)進(jìn)行偏移,并用于進(jìn)行人物、道具的選擇
給模型定義一些屬性
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; //不循環(huán)時(shí)候設(shè)置邊框 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; } //只有兩個(gè)循環(huán)的時(shí)候 else if (models.Count == 2 && loop) { Transform selected = GetSelect().transform; //當(dāng)前是右邊那個(gè)且向右拖拽 if (selected == right && dir < 0) { Vector3 leftPos = left.localPosition; leftPos.x = right.localPosition.x + interval; left.localPosition = leftPos; } //當(dāng)前是左邊那個(gè)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); //設(shè)置顯示 if (dis > interval) util.gameObject.SetActive(false); else { //越靠近中間越前 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; } } //循環(huán)時(shí)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; } } //設(shè)置UI選中狀況 dragComp.OnSelected(GetSelect().id, GetSelect().index); } //通過id選中 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; } //獲取當(dāng)前選中 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; } //所有模型最右邊的那個(gè) 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; } //所有模型最左邊的那個(gè) 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控件按下觸發(fā) 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控件釋放觸發(fā) public void OnRelease() { backing = StartCoroutine(ToSelect()); isPressing = false; } Coroutine backing; //釋放后偏移 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; } //獲取手指偏移量 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; } //計(jì)算偏移中心位置的X軸距離 float GetXDis(UIModelUtil util) { return util.transform.position.x - centerPos.position.x; } // 跳轉(zhuǎn)到選中的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接受點(diǎn)擊事件:
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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