java waitforseconds_Unity实现跑马灯抽奖效果

本文分享了一个使用Unity和Dotween实现的跑马灯抽奖效果。通过移动图片蒙版和余数判断停靠位置,具体代码涉及UISprite组件和协程Move。适合初学者参考学习。

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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。

f5143682c968e32193d5d71978f0fdf4.png

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 List boxList = 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 () {

}

}

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我们。

时间: 2019-02-21

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