Unity实现跑马灯抽奖效果-创新互联
Unity 跑马灯抽奖效果实现代码,供大家参考,具体内容如下
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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:
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 ListboxList = new List (); public List chooseBoxList = new List (); void Start () { prize1 = GameObject.Find("Lucky/Bg/prize1").GetComponent (); prize2 = GameObject.Find("Lucky/Bg/prize2").GetComponent (); prize3 = GameObject.Find("Lucky/Bg/prize3").GetComponent (); prize4 = GameObject.Find("Lucky/Bg/prize4").GetComponent (); prize5 = GameObject.Find("Lucky/Bg/prize5").GetComponent (); prize6 = GameObject.Find("Lucky/Bg/prize6").GetComponent (); prize7 = GameObject.Find("Lucky/Bg/prize7").GetComponent (); prize8 = GameObject.Find("Lucky/Bg/prize8").GetComponent (); prize9 = GameObject.Find("Lucky/Bg/prize9").GetComponent (); prize10 = GameObject.Find("Lucky/Bg/prize10").GetComponent (); prize11 = GameObject.Find("Lucky/Bg/prize11").GetComponent (); prize12 = GameObject.Find("Lucky/Bg/prize12").GetComponent (); prize13 = GameObject.Find("Lucky/Bg/prize13").GetComponent (); prize14 = GameObject.Find("Lucky/Bg/prize14").GetComponent (); transparentBox = GameObject.Find("Bg/Transparentbox").GetComponent (); 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 () { } }
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