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Unity3d实现扭动挤压浏览效果

时间:2023-02-08 20:01:48

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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 = 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

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