这篇文章主要为大家详细介绍了Unity实现引导页效果,文中示例代码介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一下
本文实例为大家分享了Unity实现引导页效果的具体代码,供大家参考,具体内容如下
效果图:
1、创建Canvas,设置RenderMode=ScreenSpace-Overlay,UIScaleMode = ScaleWithScreenSize,
ReferenceResolution(x=1080,y=1920)
2、创建一个RawImage,命名为(parentGoImg),并做如下设置
3、在parentGoImg下建几个RawImage,赋予想展示的图片,并做如下设置
4、添加如下脚本给parentGoImg
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using DG.Tweening;
using UnityEngine.UI;
public class Asd : MonoBehaviour,IBeginDragHandler, IDragHandler,IEndDragHandler
{
/// <summary>
/// 可移动的最大最小X轴坐标
/// </summary>
private float minX, maxX;
/// <summary>
/// 开始触摸时,算出偏移值,防止跳变
/// </summary>
private float offsetX;
/// <summary>
/// 灵敏度
/// </summary>
private float sensitivityX;
/// <summary>
/// 当前显示第几页
/// </summary>
private int currentShowIndex = 1;
private void Start()
{
(transform as RectTransform).pivot = new Vector2(0, 0.5f);
Debug.Log(Screen.width + " " + Screen.height);
for (int i = 0; i < transform.childCount; i++)
{
(transform.GetChild(i) as RectTransform).sizeDelta = new Vector2(0, 0);
//canvas的RenderMode要设置成Overlay形式
//这里i*1080是因为canvas的UIScaleMode设置成了ScaleWithScreenSize,Resolution为x=1080,y=1920
//如果canvas的UIScaleMode设置成ConstantPixelSize则吧这里的i*1080改成i*Screen.width
(transform.GetChild(i) as RectTransform).anchoredPosition = new Vector2(i * 1080.0f, 0);
}
minX = -((transform.childCount - 1) * Screen.width);
maxX = 0.0f;
//如果移动超过页面的五分之一,则切换页面
sensitivityX = Screen.width / 5;
}
public void OnBeginDrag(PointerEventData eventData)
{
offsetX = transform.position.x - Input.mousePosition.x;
}
public void OnDrag(PointerEventData eventData)
{
//将物体坐标限制在最大最小X轴坐标内
transform.position = new Vector2(Input.mousePosition.x + offsetX, transform.position.y);
if (transform.position.x <= minX)
{
transform.position = new Vector2(minX, transform.position.y);
}
else if (transform.position.x >= maxX)
{
transform.position = new Vector2(maxX, transform.position.y);
}
}
public void OnEndDrag(PointerEventData eventData)
{
//判断坐标,是否需要切换页面
if (transform.position.x > GetLeftX())
{
currentShowIndex--;
}
else if (transform.position.x < GetRightX())
{
currentShowIndex++;
}
transform.DOMoveX(-(currentShowIndex - 1) * Screen.width, 0.2f);
}
float GetLeftX() {
return -((currentShowIndex - 1) * Screen.width - sensitivityX);
}
float GetRightX() {
return -((currentShowIndex - 1) * Screen.width + sensitivityX);
}
}
运行即可看到效果
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得得之家。
沃梦达教程
本文标题为:Unity实现引导页效果


猜你喜欢
- Unity Shader实现模糊效果 2023-04-27
- user32.dll 函数说明小结 2022-12-26
- Oracle中for循环的使用方法 2023-07-04
- .NET CORE DI 依赖注入 2023-09-27
- WPF使用DrawingContext实现绘制刻度条 2023-07-04
- 如何使用C# 捕获进程输出 2023-03-10
- 在C# 8中如何使用默认接口方法详解 2023-03-29
- Unity3D实现渐变颜色效果 2023-01-16
- C# 使用Aspose.Cells 导出Excel的步骤及问题记录 2023-05-16
- c# 模拟线性回归的示例 2023-03-14