輪轉(zhuǎn)圖是游戲中較為常見(jiàn)的功能,在我們制作一些場(chǎng)景選關(guān)或者是做一些選擇類似的UI時(shí),我們會(huì)覺(jué)得想制作一種3D效果的選擇方式,3D輪轉(zhuǎn)圖往往就是最恰當(dāng)?shù)囊环N

實(shí)現(xiàn)原理:
????利用父物體生成子物體選項(xiàng),子物體利用x軸上的間距和 最中心靠前的物體最大顯示(縮放最大),兩側(cè)物體逐漸變小(縮放逐漸變小)的原理制造視覺(jué)差,從而形成3D效果,之后利用DragHandler事件制作拖動(dòng)旋轉(zhuǎn)即可
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using DG.Tweening;
public class Chart2d : MonoBehaviour,IDragHandler,IEndDragHandler
{
public Image prefab;//預(yù)制體
public int num;//個(gè)數(shù)
public float spacing;//間距
float c;//周長(zhǎng)
float r;//半徑
float ang;//每個(gè)角的弧度
float dis = 0;//拖動(dòng)的距離
float max = 1;//縮放最大值
float min = 0.5f;//縮放最小值
float cutSpeed = 100;//速度
List<GameObject> list = new List<GameObject>();//查找預(yù)制體用集合
List<Transform> sorts = new List<Transform>();//排序用集合
// Start is called before the first frame update
void Start()
{
//周長(zhǎng) = (寬 + 間距)* 個(gè)數(shù)
c = (prefab.rectTransform.rect.width + spacing) * num;
//半徑 = 周長(zhǎng)/圓的弧度
r = c / (2 * Mathf.PI);
//每個(gè)角的弧度 = 圓的弧度/個(gè)數(shù)
ang = (2 * Mathf.PI) / num;
Move();
}
public void Move()
{
//移動(dòng)的弧度 = 拖動(dòng)的距離/半徑
float moveang = dis / r;
for (int i = 0; i < num; i++)
{
float x = Mathf.Sin(i * ang + moveang) * r;
float z = Mathf.Cos(i * ang + moveang) * r;
//計(jì)算縮放比值,例如:半徑是1,最近是-1最遠(yuǎn)是1,所以要算直徑的比值,將最近和最遠(yuǎn)都+1,得出0到2的值,用它與直徑2作比較
float p = (z + r) / (2 * r);
//進(jìn)大遠(yuǎn)小需要反過(guò)來(lái),0是離你比較進(jìn)的距離
p = 1 - p;
//用比值計(jì)算縮放 區(qū)間 * 比例 + 最小值
float scale = (max - min) * p + min;
//沒(méi)有就創(chuàng)建
if (list.Count <= i)
{
GameObject image = Instantiate(prefab.gameObject, transform);
image.name = i.ToString();
list.Add(image);
sorts.Add(image.transform);
}
//設(shè)置位置
list[i].transform.localPosition = Vector3.right * x;
//設(shè)置縮放
list[i].transform.localScale = Vector3.one * scale;
}
//按縮放排序
sorts.Sort((a, b) =>
{
if (a.localScale.x < b.localScale.x)
{
return -1;
}
else if (a.localScale.x == b.localScale.x)
{
return 0;
}
else
{
return 1;
}
});
//根據(jù)排序設(shè)置渲染順序
for (int i = 0; i < sorts.Count; i++)
{
sorts[i].SetSiblingIndex(i);
}
}
// Update is called once per frame
void Update()
{
}
//拖動(dòng)
public void OnDrag(PointerEventData eventData)
{
//橫向拖動(dòng)距離
dis -= eventData.delta.x;
Move();
}
//拖動(dòng)停止計(jì)算慣性
public void OnEndDrag(PointerEventData eventData)
{
//停止時(shí)的速度
float startspeed = eventData.delta.x;
float endspeed = 0;
//計(jì)算停止的時(shí)間
float time = Mathf.Abs(startspeed) / cutSpeed;
DOTween.To((float a) =>
{
dis -= a;
Move();
}, startspeed, endspeed, time).OnComplete(() =>
{
//停止后對(duì)齊最大的
Align(list.IndexOf(sorts[num - 1].gameObject));
});
}
//對(duì)齊指定下標(biāo)
public void Align(int n)
{
//當(dāng)前的下標(biāo)
int i = list.IndexOf(sorts[num - 1].gameObject);
//計(jì)算與指定下標(biāo)相隔多少個(gè)
int s = i - n;
int s2 = num - Mathf.Abs(s);
s2 = s > 0 ? -s2 : s2;
int s3 = Mathf.Abs(s) < Mathf.Abs(s2) ? s : s2;
//需要轉(zhuǎn)動(dòng)的弧度
float moveAng = Mathf.Asin(sorts[num - 1].localPosition.x / r) + s3 * ang;
//需要轉(zhuǎn)動(dòng)的距離
float moveDis = moveAng * r;
//需要轉(zhuǎn)動(dòng)的時(shí)間
float time = Mathf.Abs(moveDis) / cutSpeed;
DOTween.To((float a) =>
{
dis = a;
Move();
}, dis, dis + moveDis, time).OnComplete(() =>
{
//對(duì)齊后調(diào)用預(yù)制體上的函數(shù)
//sorts[num - 1].GetComponent<xx>().xx();
});
}
}