1、【NGUI】Unity实现英雄联盟选择皮肤效果
http://www.chongchonggou.com/g_645562281.htmlhttp://m.w2bc.com/article/789522、【Unity3D问题之EnhanceScollView选择角色3D循环滚动效果实现】
http://www.jianshu.com/p/48c132db51bf
【Uniy3d之EnhanceScollView选择角色3D循环滚动效果实现】
3、 在Unity3D中使用uGUI实现3D旋转特效
http://blog.csdn.net/qinyuanpei/article/details/52765356
4、Unity UGUI教程之实现滑页效果
http://www.jb51.net/article/82058.htm
using UnityEngine; using System.Collections; using System.Collections.Generic; public class EnhanceScrollView : MonoBehaviour { public GameObject DoneRole; public enum InputSystemType { NGUIAndWorldInput, // use EnhanceScrollViewDragController.cs to get the input(keyboard and touch) UGUIInput, // use UDragEnhanceView for each item to get drag event } // Input system type(NGUI or 3d world, UGUI) public InputSystemType inputType = InputSystemType.NGUIAndWorldInput; // Control the item's scale curve public AnimationCurve scaleCurve; // Control the position curve public AnimationCurve positionCurve; // Control the "depth"'s curve(In 3d version just the Z value, in 2D UI you can use the depth(NGUI)) // NOTE: // 1. In NGUI set the widget's depth may cause performance problem // 2. If you use 3D UI just set the Item's Z position public AnimationCurve depthCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0)); // The start center index [Tooltip("The Start center index")] public int startCenterIndex = 0; // Offset width between item public float cellWidth = 10f; private float totalHorizontalWidth = 500.0f; // vertical fixed position value public float yFixedPositionValue = 46.0f; // Lerp duration public float lerpDuration = 0.2f; private float mCurrentDuration = 0.0f; private int mCenterIndex = 0; public bool enableLerpTween = true; // center and preCentered item private EnhanceItem curCenterItem; private EnhanceItem preCenterItem; // if we can change the target item private bool canChangeItem = true; private float dFactor = 0.2f; // originHorizontalValue Lerp to horizontalTargetValue private float originHorizontalValue = 0.1f; public float curHorizontalValue = 0.5f; // "depth" factor (2d widget depth or 3d Z value) private int depthFactor = 5; // Drag enhance scroll view [Tooltip("Camera for drag ray cast")] public Camera sourceCamera; private EnhanceScrollViewDragController dragController; public void EnableDrag(bool isEnabled) { if (isEnabled) { if (inputType == InputSystemType.NGUIAndWorldInput) { if (sourceCamera == null) { Debug.LogError("## Source Camera for drag scroll view is null ##"); return; } if (dragController == null) dragController = gameObject.AddComponent<EnhanceScrollViewDragController>(); dragController.enabled = true; // set the camera and mask dragController.SetTargetCameraAndMask(sourceCamera, (1 << LayerMask.NameToLayer("UI"))); } } else { if (dragController != null) dragController.enabled = false; } } // targets enhance item in scroll view public List<EnhanceItem> listEnhanceItems; // sort to get right index private List<EnhanceItem> listSortedItems = new List<EnhanceItem>(); private static EnhanceScrollView instance; public static EnhanceScrollView GetInstance { get { return instance; } } void Awake() { instance = this; } void Start() { canChangeItem = true; int count = listEnhanceItems.Count; dFactor = (Mathf.RoundToInt((1f / count) * 10000f)) * 0.0001f; mCenterIndex = count / 2; if (count % 2 == 0) mCenterIndex = count / 2 - 1; int index = 0; for (int i = count - 1; i >= 0; i--) { listEnhanceItems[i].CurveOffSetIndex = i; listEnhanceItems[i].CenterOffSet = dFactor * (mCenterIndex - index); listEnhanceItems[i].SetSelectState(false); GameObject obj = listEnhanceItems[i].gameObject; if (inputType == InputSystemType.NGUIAndWorldInput) { DragEnhanceView script = obj.GetComponent<DragEnhanceView>(); if (script != null) script.SetScrollView(this); } else { UDragEnhanceView script = obj.GetComponent<UDragEnhanceView>(); if (script != null) script.SetScrollView(this); } index++; } // set the center item with startCenterIndex if (startCenterIndex < 0 || startCenterIndex >= count) { Debug.LogError("## startCenterIndex < 0 || startCenterIndex >= listEnhanceItems.Count out of index ##"); startCenterIndex = mCenterIndex; } // sorted items listSortedItems = new List<EnhanceItem>(listEnhanceItems.ToArray()); totalHorizontalWidth = cellWidth * count; curCenterItem = listEnhanceItems[startCenterIndex]; curHorizontalValue = 0.5f - curCenterItem.CenterOffSet; LerpTweenToTarget(0f, curHorizontalValue, false); // // enable the drag actions // EnableDrag(true); } private void LerpTweenToTarget(float originValue, float targetValue, bool needTween = false) { if (!needTween) { SortEnhanceItem(); originHorizontalValue = targetValue; UpdateEnhanceScrollView(targetValue); this.OnTweenOver(); } else { originHorizontalValue = originValue; curHorizontalValue = targetValue; mCurrentDuration = 0.0f; } enableLerpTween = needTween; } public void DisableLerpTween() { this.enableLerpTween = false; } /// /// Update EnhanceItem state with curve fTime value /// public void UpdateEnhanceScrollView(float fValue) { for (int i = 0; i < listEnhanceItems.Count; i++) { EnhanceItem itemScript = listEnhanceItems[i]; float xValue = GetXPosValue(fValue, itemScript.CenterOffSet); float scaleValue = GetScaleValue(fValue, itemScript.CenterOffSet); float depthCurveValue = depthCurve.Evaluate(fValue + itemScript.CenterOffSet); itemScript.UpdateScrollViewItems(xValue, depthCurveValue, depthFactor, listEnhanceItems.Count, yFixedPositionValue, scaleValue); } } void Update() { if (enableLerpTween) TweenViewToTarget(); } private void TweenViewToTarget() { mCurrentDuration += Time.deltaTime; if (mCurrentDuration > lerpDuration) mCurrentDuration = lerpDuration; float percent = mCurrentDuration / lerpDuration; float value = Mathf.Lerp(originHorizontalValue, curHorizontalValue, percent); UpdateEnhanceScrollView(value); if (mCurrentDuration >= lerpDuration) { canChangeItem = true; enableLerpTween = false; OnTweenOver(); } } private void OnTweenOver() { if (preCenterItem != null) preCenterItem.SetSelectState(false); if (curCenterItem != null) curCenterItem.SetSelectState(true); } // Get the evaluate value to set item's scale private float GetScaleValue(float sliderValue, float added) { float scaleValue = scaleCurve.Evaluate(sliderValue + added); return scaleValue; } // Get the X value set the Item's position private float GetXPosValue(float sliderValue, float added) { float evaluateValue = positionCurve.Evaluate(sliderValue + added) * totalHorizontalWidth; return evaluateValue; } private int GetMoveCurveFactorCount(EnhanceItem preCenterItem, EnhanceItem newCenterItem) { SortEnhanceItem(); int factorCount = Mathf.Abs(newCenterItem.RealIndex) - Mathf.Abs(preCenterItem.RealIndex); return Mathf.Abs(factorCount); } // sort item with X so we can know how much distance we need to move the timeLine(curve time line) static public int SortPosition(EnhanceItem a, EnhanceItem b) { return a.transform.localPosition.x.CompareTo(b.transform.localPosition.x); } private void SortEnhanceItem() { listSortedItems.Sort(SortPosition); for (int i = listSortedItems.Count - 1; i >= 0; i--) listSortedItems[i].RealIndex = i; } public void SetHorizontalTargetItemIndex(EnhanceItem selectItem) { if (!canChangeItem) return; if (curCenterItem == selectItem) return; canChangeItem = false; preCenterItem = curCenterItem; curCenterItem = selectItem; // calculate the direction of moving float centerXValue = positionCurve.Evaluate(0.5f) * totalHorizontalWidth; bool isRight = false; if (selectItem.transform.localPosition.x > centerXValue) isRight = true; // calculate the offset * dFactor int moveIndexCount = GetMoveCurveFactorCount(preCenterItem, selectItem); float dvalue = 0.0f; if (isRight) { dvalue = -dFactor * moveIndexCount; } else { dvalue = dFactor * moveIndexCount; } float originValue = curHorizontalValue; LerpTweenToTarget(originValue, curHorizontalValue + dvalue, true); } // Click the right button to select the next item. public void OnBtnRightClick() { if (!canChangeItem) return; int targetIndex = curCenterItem.CurveOffSetIndex + 1; if (targetIndex > listEnhanceItems.Count - 1) targetIndex = 0; SetHorizontalTargetItemIndex(listEnhanceItems[targetIndex]); } // Click the Center button to select the next item.//wangjun public void OnBtnCenterClick() { GameObject.Find("RoleChange").SetActive(false); DoneRole.SetActive(true); } // Click the left button the select next next item. public void OnBtnLeftClick() { if (!canChangeItem) return; int targetIndex = curCenterItem.CurveOffSetIndex - 1; if (targetIndex < 0) targetIndex = listEnhanceItems.Count - 1; SetHorizontalTargetItemIndex(listEnhanceItems[targetIndex]); } public float factor = 0.001f; // On Drag Move public void OnDragEnhanceViewMove(Vector2 delta) { // In developing if (Mathf.Abs(delta.x) > 0.0f) { curHorizontalValue += delta.x * factor; LerpTweenToTarget(0.0f, curHorizontalValue, false); } } // On Drag End public void OnDragEnhanceViewEnd() { // find closed item to be centered int closestIndex = 0; float value = (curHorizontalValue - (int)curHorizontalValue); float min = float.MaxValue; float tmp = 0.5f * (curHorizontalValue < 0 ? -1 : 1); for (int i = 0; i < listEnhanceItems.Count; i++) { float dis = Mathf.Abs(Mathf.Abs(value) - Mathf.Abs((tmp - listEnhanceItems[i].CenterOffSet))); if (dis < min) { closestIndex = i; min = dis; } } originHorizontalValue = curHorizontalValue; float target = ((int)curHorizontalValue + (tmp - listEnhanceItems[closestIndex].CenterOffSet)); preCenterItem = curCenterItem; curCenterItem = listEnhanceItems[closestIndex]; LerpTweenToTarget(originHorizontalValue, target, true); canChangeItem = false; } }