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[UnityUI]一些有趣的UI例子

时间:2015-07-24 12:49:51      阅读:256      评论:0      收藏:0      [点我收藏+]

标签:ugui

1.环形进度条

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2.图形匹配

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using UnityEngine;
using System.Collections.Generic;
using UnityEngine.UI;

/// <summary>
/// 被拖拽的大方块
/// </summary>
public class DragBrick : MonoBehaviour {

    private List<Transform> childrenTra = new List<Transform>();//大方块下的小方块
    private List<GameObject> targetGo = new List<GameObject>();//小方块匹配的空方块
    private GameObject[] tempGo;
    private Vector3 posOffset;

    void Start()
    {
        Transform[] tra = transform.GetComponentsInChildren<Transform>();
        for (int i = 1; i < tra.Length; i++)//tra[0]是自身,故不算上
            childrenTra.Add(tra[i]);
    }

    public void DragStart()
    {
        posOffset = transform.position - Input.mousePosition;
        transform.SetAsLastSibling();
    }

    public void DragUpdate()
    {
        transform.position = Input.mousePosition + posOffset;
    }
        
    /// <summary>
    /// 注意点:
    /// 1.被射线检测的物体要带有Collider
    /// 2.被射线检测的物体的z轴 > 发出射线检测的物体的z轴 
    /// 3.当没有给Raycast函数传layerMask参数时,仅仅只忽略使用IgnoreRaycast层的碰撞器。
    /// </summary>
    public void DragEnd()
    {
        tempGo = new GameObject[childrenTra.Count];
        int suitableBrickAmount = 0;//能正确匹配的砖块数目

        for (int i = 0; i < childrenTra.Count; i++)
        {
            RaycastHit hit;
            if (Physics.Raycast(childrenTra[i].position, Vector3.forward, out hit))
            {
                tempGo[i] = hit.transform.gameObject;
                suitableBrickAmount++;
            }
            else break;
        }

        if (suitableBrickAmount == childrenTra.Count)//完全匹配
        {
            if (targetGo.Count == 0)//初次完全匹配
            {
                Match();
            }
            else//已经完全匹配,再次完全匹配
            {
                Clear();
                Match();
            }
        }
        else//不能完全匹配
        {
            Clear();
        }
    }

    void Match()
    {
        for (int i = 0; i < tempGo.Length; i++)
        {
            targetGo.Add(tempGo[i]);
            targetGo[i].layer = 2;//忽略射线碰撞
            Vector3 pos = targetGo[i].transform.position;
            pos.z--;
            childrenTra[i].position = pos;
            childrenTra[i].GetComponent<Outline>().enabled = true;
        }
    }

    void Clear()
    {
        for (int i = 0; i < targetGo.Count; i++)
            targetGo[i].layer = 0;
        targetGo.Clear();

        for(int i = 0;i < childrenTra.Count;i++)
            childrenTra[i].GetComponent<Outline>().enabled = false;
    }
}

3.多重血条

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描述:

1.当受到伤害较小时,出现“残血”效果

2.当受到伤害较大时,出现“流水”效果

3.多重血条主要由四种血条组成:

a.最底层血条

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b.当前血条与下一血条,就像下图中的紫色和红色

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c.过渡血条,一般为深红色


using UnityEngine;
using System.Collections;
using UnityEngine.UI;

public class BossBloodBar : MonoBehaviour {

    public Image nowBar;
    public Image middleBar;
    public Image nextBar;
    public Text countText;

    private int count;//血条数
    private float nowBlood;//在一条血中的当前血量,如:100/1000则为100
    private float oneBarBlood = 1500f;//一条血的容量,如:100/1000则为1000   

    private int colorIndex;
    public Color[] colors;//普通血条的颜色,注意Alpha值
    public Color middleBarColor;//过渡血条的颜色,注意Alpha值

    public float slowSpeed = 0.1f;//受到重伤时( >oneBarBlood)或者处于加血状态,普通血条的流动速度
    public float quickSpeed = 1f;//受到轻伤时( <oneBarBlood),普通血条的流动速度
    private float speed;//当前普通血条采用的速度
    public float middleBarSpeed = 0.1f;//过渡血条的流动速度

    private float targetBloodValue = 1f;//血条移动的目标点
    private bool isBloodMove = false;//控制血条的移动

	void Update () 
    {
        MoveBloodMiddle();//过渡血条的流动
        MoveBloodNormal();//普通血条的流动
	}

    /// <summary>
    /// 传入总血量,初始化血条
    /// </summary>
    /// <param name="number"></param>
    public void InitBlood(float number)
    {
        count = (int)(number / oneBarBlood);
        nowBlood = number % oneBarBlood;

        colorIndex = count % colors.Length;
        nowBar.color = colors[colorIndex];
        nowBar.fillAmount = nowBlood / oneBarBlood;

        if (count != 0)
        {
            int nextColorIndex = (colorIndex - 1 + colors.Length) % colors.Length;
            nextBar.color = colors[nextColorIndex];
        }

        middleBar.color = middleBarColor;
        middleBar.gameObject.SetActive(false);

        countText.text = count + "";
    }

    /// <summary>
    /// 血量变化,并根据伤害判断是否使用过渡血条
    /// </summary>
    /// <param name="number"></param>
    public void ChangeBlood(float number)
    {
        nowBlood += number;
        targetBloodValue = nowBlood / oneBarBlood;
        isBloodMove = true;

        if ((number < 0) && (Mathf.Abs(nowBar.fillAmount - targetBloodValue) <= 1))//处于受伤状态并且伤害量较低时
        {
            speed = quickSpeed;
            middleBar.gameObject.SetActive(true);
            middleBar.fillAmount = nowBar.fillAmount;
            targetValue = targetBloodValue;
        }
        else
        {
            speed = slowSpeed;
            middleBar.gameObject.SetActive(false);
        }       
    }

    private float targetValue;
    void MoveBloodMiddle()
    {
        if (speed == quickSpeed)
        {
            middleBar.fillAmount = Mathf.Lerp(middleBar.fillAmount, targetValue, middleBarSpeed);
            if (Mathf.Abs(middleBar.fillAmount - 0) < 0.01f)
            {
                middleBar.transform.SetSiblingIndex(nextBar.transform.GetSiblingIndex() + 1);
                middleBar.fillAmount = 1;
                targetValue++;
            }
        }
    }

    void MoveBloodNormal()
    {
        if (!isBloodMove) return;

        nowBar.fillAmount = Mathf.Lerp(nowBar.fillAmount, targetBloodValue, speed);

        if (Mathf.Abs(nowBar.fillAmount - targetBloodValue) < 0.01f)//到达目标点
            isBloodMove = false;

        if (count == 0)
            nextBar.gameObject.SetActive(false);
        else
            nextBar.gameObject.SetActive(true);

        if (nowBar.fillAmount >= targetBloodValue)
            SubBlood();
        else
            AddBlood();
    }

    void AddBlood()
    {
        float subValue = Mathf.Abs(nowBar.fillAmount - 1);
        if (subValue < 0.01f)//到达1
        {
            count++;
            countText.text = count.ToString();

            nowBar.fillAmount = 0;
            targetBloodValue -= 1;
            nowBlood -= oneBarBlood;

            nextBar.color = colors[colorIndex];

            colorIndex++;
            colorIndex %= colors.Length;
            nowBar.color = colors[colorIndex];            
        }
    }

    void SubBlood()
    {
        float subValue = Mathf.Abs(nowBar.fillAmount - 0);
        if (subValue < 0.01f)//到达0
        {
            middleBar.transform.SetSiblingIndex(nextBar.transform.GetSiblingIndex() + 2);
            if (count <= 0)
            {
                middleBar.gameObject.SetActive(false);
                Destroy(this);
                return;
            };
            count--;
            countText.text = count.ToString();

            nowBar.fillAmount = 1;
            targetBloodValue += 1;
            nowBlood += oneBarBlood;

            colorIndex--;
            colorIndex += colors.Length;
            colorIndex %= colors.Length;
            nowBar.color = colors[colorIndex];

            int nextColorIndex = colorIndex - 1 + colors.Length;
            nextColorIndex %= colors.Length;
            nextBar.color = colors[nextColorIndex];
        }
    }
}


版权声明:本文为博主原创文章,未经博主允许不得转载。

[UnityUI]一些有趣的UI例子

标签:ugui

原文地址:http://blog.csdn.net/lyh916/article/details/47038911

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