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Unity实现跑马灯抽奖效果

Unity 跑马灯抽奖效果实现代码,供大家参考,具体内容如下

这边用到插件是NGUI+Dotween,思路简单说下:先排版,通过移动图片蒙版来实现效果。
下面是排版和文件目录。

代码部分是通过余数去确认停的位置,boxlist通过unity拖拉加入数据,chooseBoxList直接通过余数判断添加。
代码量很少,稍微看下就明白了。

直接上代码了:

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using System;

using System.Collections;

using System.Collections.Generic;

using DG.Tweening;

using UnityEngine;

 

public class goLuckyDraw : MonoBehaviour

{

   private int index = 23;

   //index%12 来判断停在哪个位置

  // Use this for initialization

   private UISprite prize1,prize2,prize3,prize4,prize5,prize6,prize7,prize8,prize9,prize10,prize11,prize12, prize13, prize14;

   private UISprite transparentBox;

   public List<Transform> boxList = new List<Transform>();

   public List<Transform> chooseBoxList = new List<Transform>();

   void Start () {

     prize1 = GameObject.Find( "Lucky/Bg/prize1" ).GetComponent<UISprite>();

     prize2 = GameObject.Find( "Lucky/Bg/prize2" ).GetComponent<UISprite>();

     prize3 = GameObject.Find( "Lucky/Bg/prize3" ).GetComponent<UISprite>();

     prize4 = GameObject.Find( "Lucky/Bg/prize4" ).GetComponent<UISprite>();

     prize5 = GameObject.Find( "Lucky/Bg/prize5" ).GetComponent<UISprite>();

     prize6 = GameObject.Find( "Lucky/Bg/prize6" ).GetComponent<UISprite>();

     prize7 = GameObject.Find( "Lucky/Bg/prize7" ).GetComponent<UISprite>();

     prize8 = GameObject.Find( "Lucky/Bg/prize8" ).GetComponent<UISprite>();

     prize9 = GameObject.Find( "Lucky/Bg/prize9" ).GetComponent<UISprite>();

     prize10 = GameObject.Find( "Lucky/Bg/prize10" ).GetComponent<UISprite>();

     prize11 = GameObject.Find( "Lucky/Bg/prize11" ).GetComponent<UISprite>();

     prize12 = GameObject.Find( "Lucky/Bg/prize12" ).GetComponent<UISprite>();

     prize13 = GameObject.Find( "Lucky/Bg/prize13" ).GetComponent<UISprite>();

     prize14 = GameObject.Find( "Lucky/Bg/prize14" ).GetComponent<UISprite>();

     transparentBox = GameObject.Find( "Bg/Transparentbox" ).GetComponent<UISprite>();

     transparentBox.gameObject.SetActive( false );

     //获取需要监听的按钮对象

     GameObject button = GameObject.Find( "Lucky/Bg/start" );

     //设置这个按钮的监听,指向本类的ButtonClick方法中。

     UIEventListener.Get(button).onClick = StartLuckyDraw;

 

     chooseIndex(index);

 

     // StartLuckyDraw();

   

   }

 

   IEnumerator Move( )

   {

     float time;

    

     for ( int i = 0; i < boxList.Count; i++)

     {

       time = Mathf.Lerp(0.04f, 0.05f, 0.05f*i);

       Debug.Log( "---time----=" +time);

       transparentBox.transform.DOLocalMove(boxList[i].localPosition, time);

       yield return new WaitForSeconds(0.05f);

     }

     for ( int i = 0; i < boxList.Count; i++)

     {

       time = Mathf.Lerp(0.05f, 0.065f, 0.05f * i);

       Debug.Log( "---time3----=" + time);

       transparentBox.transform.DOLocalMove(boxList[i].localPosition, time);

       yield return new WaitForSeconds(0.05f);

     }

     for ( int i = 0; i < boxList.Count; i++)

     {

       time = Mathf.Lerp(0.065f, 0.08f, 0.05f * i);

       Debug.Log( "---time2----=" + time);

       transparentBox.transform.DOLocalMove(boxList[i].localPosition, time);

       yield return new WaitForSeconds(0.05f);

     }

     for ( int i = 0; i < chooseBoxList.Count; i++)

     {

       transparentBox.transform.DOLocalMove(chooseBoxList[i].localPosition,0.1f);

       yield return new WaitForSeconds(0.1f);

     }

     yield return new WaitForSeconds(2f);

     transparentBox.gameObject.SetActive( false );

   }

 

   private void chooseIndex( int index)

   {

     chooseBoxList.Clear();

     for ( int i = 0; i < index % 12; i++)

     {

       chooseBoxList.Add(boxList[i]);

     }

   }

 

   private void StartLuckyDraw(GameObject go)

   {

     transparentBox.gameObject.SetActive( true );

     StartCoroutine(Move());

   }

 

   void Update () {

 

  }

}

代码很糙,大家自己完善吧!

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服务器之家。

原文链接:https://blog.csdn.net/Leonardo_zhang/article/details/84954658

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