Unity3D--武器可视化窗口(支持移动和电脑设备)
Unity3D--武器可视化窗口Unity3D引擎运行下的效果图
<hr/>演示
以下是本篇文章正文内容,下面案例可供参考
一、准备工作
以下是本篇文章正文内容,下面案例可供参考
[*]新建场景
[*]在Hierarchy面板下新建一个Cube用作背景(可自行选择其他)
[*]新建一个GameObject用作放置要展示的物品,命名Container
[*]新建两个Button,用作切换物品,
实例
<hr/>二、点击事件(切换物品,显示隐藏Canvas)
1.新创建一个ItemMenu脚本
[*]把脚本挂在Container上,把其子物体拖到Items里,
/****************************************************
文件:ItemMenu.cs
作者:HKZ
邮箱: 3046916186@qq.com
日期:2021/11/15 15:35:27
功能:点击事件(切换物品,显示隐藏Canvas)
*****************************************************/
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace HKZ
{
public class ItemMenu : MonoBehaviour
{
private GameObject Canvas; //当点击物品想要浏览时,隐藏UI界面
private Button btnNext; //点击浏览下一个
private Button btnPrevious; //点击浏览上一个
private int currentIndex = 0; //当前物品下标
public GameObject[] Items; //要展示的物品集合
private void Awake()
{
Canvas = GameObject.Find(&#34;Canvas&#34;);
btnNext = GameObject.Find(&#34;btnNext&#34;).GetComponent<Button>();
btnNext.onClick.AddListener(OnNextItemClick);
btnPrevious = GameObject.Find(&#34;btnPrevious&#34;).GetComponent<Button>();
btnPrevious.onClick.AddListener(OnPreviousItemClick);
Items.SetActive(true); //为了方便这里就不查找了,可自行查找
}
private void OnNextItemClick()
{
Items.SetActive(false);
currentIndex++;
if (currentIndex >= Items.Length)
{
currentIndex = 0;
}
Items.SetActive(true);
}
private void OnPreviousItemClick()
{
Items.SetActive(false);
currentIndex--;
if (currentIndex < 0)
{
currentIndex = Items.Length - 1;
}
Items.SetActive(true);
}
private void Update()
{
if ((Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
|| (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began
&& !EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId)))
{
Canvas.SetActive(false);
}
else if (!Input.GetMouseButton(0))
{
Canvas.SetActive(true);
}
}
}
}
效果图
<hr/>三、浏览物品(点击拖拽)
1.新创建一个ItemView脚本
[*]把ItemView脚本挂在Container下的每个物品身上
/****************************************************
文件:ItemView.cs
作者:HKZ
邮箱: 3046916186@qq.com
日期:2021/11/15 16:8:6
功能:浏览物品(支持电脑和移动设备)
*****************************************************/
using UnityEngine;
namespace HKZ
{
public class ItemView : MonoBehaviour
{
private Vector3 baseScale = new Vector3(0.7f, 0.7f, 0.7f);
private bool isPhone = false, isFirst = true;
private float zRot = 0, yRot = 0;
private Vector3 startPos;
private void OnEnable()
{
transform.localScale = baseScale;
if (SystemInfo.deviceType == DeviceType.Handheld)//移动设备
{
isPhone = true;
}
isFirst = true;
}
private void Update()
{
if (isPhone)
{
if (Input.touchCount > 0)
{
if (isFirst)
{
isFirst = false;
startPos = Input.GetTouch(0).position;
return;
}
else
{
zRot += (Input.GetTouch(0).position.y - startPos.y) * 0.09f;
zRot = Mathf.Clamp(zRot, -55, 55);
yRot += (Input.GetTouch(0).position.x - startPos.x) * 0.25f;
startPos = Input.GetTouch(0).position;
}
ScaleUp();
}
else
{
isFirst = true;
zRot = Mathf.Lerp(zRot, 0, 0.08f);
yRot = Mathf.Lerp(yRot, 0, 0.08f);
ScaleDown();
}
transform.eulerAngles = new Vector3(0, 90 + yRot, zRot);
}
else
{
if (Input.GetMouseButton(0))
{
if (isFirst)
{
isFirst = false;
startPos = Input.mousePosition;
return;
}
else
{
zRot += (Input.mousePosition.y - startPos.y) * 0.1f;
zRot = Mathf.Clamp(zRot, -55, 55);
yRot += (Input.mousePosition.x - startPos.x) * 0.3f;
//yRot = Mathf.Clamp(yRot, -55, 55);
startPos = Input.mousePosition;
}
ScaleUp();
}
else
{
isFirst = true;
zRot = Mathf.Lerp(zRot, 0, 0.2f);
yRot = Mathf.Lerp(yRot, 0, 0.2f);
ScaleDown();
}
transform.eulerAngles = new Vector3(0, 90 + yRot, zRot);
}
}
private void ScaleUp()
{
transform.localScale = Vector3.Lerp(transform.localScale, Vector3.one, 0.075f);
}
private void ScaleDown()
{
transform.localScale = Vector3.Lerp(transform.localScale, baseScale, 0.075f);
}
}
}
效果图
<hr/>提示
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