基于Unity3D实现3D照片墙效果
一、前言
Unity3D不仅仅可以开发游戏,还有非常多的开发方向,秉承着兴趣为先,将可以使用Unity制作的各种应用案例,分享如何进行开发,如何实现,希望大家可以在感兴趣的地方,学习到自己想要学习的东西。
今天就来实现一个3D照片墙的效果。
我对于这个项目的构思就是照片是3D的,可以滑动,然后使用DoTween插件去做动画平滑移动。
OK,那就正式开始。
先看一下效果图:
二、正式开发
新建项目,我使用的版本是Unity3D 2019.4.7f1,模板选用3D:
(1)导入DoTween插件。
(2)新建Canvas,设置参数:
设置Canvas的坐标到0,0,0:
(3)在Canvas新建N个Image:
(4)设置Main Camera的属性:
设置完的样子:
反正就是让Image在屏幕中间就可以了。
(5)新建脚本UIRotate.cs,双击打开脚本,编辑代码:
using DG.Tweening; using UnityEngine; using UnityEngine.EventSystems; public class UIRotate : MonoBehaviour { private int halfSize; private GameObject[] gameObjects; /// <summary> /// 圆半径 /// </summary> private int r = 300; /// <summary> /// 相间角度 /// </summary> private int angle; private void Start() { //初始化数组 var childCount = transform.childCount; //计算出中点 halfSize = (childCount - 1) / 2; //求出圆内角度 angle = 360 / childCount; //初始 gameObjects = new GameObject[childCount]; for (var i = 0; i < childCount; i++) { gameObjects[i] = transform.GetChild(i).gameObject; SetPosition(i); SetDeepin(i); } } /// <summary> /// 设置物体位置 /// </summary> private void SetPosition(int index) { float x = 0; float z = 0; if (index < halfSize) { int id = halfSize - index; x = r * Mathf.Sin(angle * id); z = -r * Mathf.Cos(angle * id); } else if (index > halfSize) { int id = index - halfSize; x = -r * Mathf.Sin(angle * id); z = -r * Mathf.Cos(angle * id); } else { x = 0; z = -r; } Tweener tweener = gameObjects[index].GetComponent<RectTransform>().DOLocalMove(new Vector3(x, 0, z), 1); } private void SetDeepin(int index) { //计算图片深度也就是z轴的距离,离摄像机的远近 int deepin = 0; if (index < halfSize) { deepin = index; } else if (index > halfSize) { deepin = gameObjects.Length - (1 + index); } else { deepin = halfSize; } gameObjects[index].GetComponent<RectTransform>().SetSiblingIndex(deepin); } }
(6)将UIRotate.cs脚本附到Canvas对象上,运行程序:
(7)添加左右拖动代码,继续修改UIRotate.cs代码:
using DG.Tweening; using UnityEngine; using UnityEngine.EventSystems; public class UIRotate : MonoBehaviour { private int halfSize; private GameObject[] gameObjects; /// <summary> /// 圆半径 /// </summary> private int r = 300; /// <summary> /// 相间角度 /// </summary> private int angle; private void Start() { //初始化数组 var childCount = transform.childCount; //计算出中点 halfSize = (childCount - 1) / 2; //求出圆内角度 angle = 360 / childCount; //初始 gameObjects = new GameObject[childCount]; for (var i = 0; i < childCount; i++) { gameObjects[i] = transform.GetChild(i).gameObject; SetPosition(i); SetDeepin(i); } } /// <summary> /// 设置物体位置 /// </summary> private void SetPosition(int index) { float x = 0; float z = 0; if (index < halfSize) { int id = halfSize - index; x = r * Mathf.Sin(angle * id); z = -r * Mathf.Cos(angle * id); } else if (index > halfSize) { int id = index - halfSize; x = -r * Mathf.Sin(angle * id); z = -r * Mathf.Cos(angle * id); } else { x = 0; z = -r; } Tweener tweener = gameObjects[index].GetComponent<RectTransform>().DOLocalMove(new Vector3(x, 0, z), 1); } private void SetDeepin(int index) { //计算图片深度也就是z轴的距离,离摄像机的远近 int deepin = 0; if (index < halfSize) { deepin = index; } else if (index > halfSize) { deepin = gameObjects.Length - (1 + index); } else { deepin = halfSize; } gameObjects[index].GetComponent<RectTransform>().SetSiblingIndex(deepin); } /// <summary> /// 向左滑动 /// </summary> public void OnLeftDrag() { var length = gameObjects.Length; for (var i = 0; i < length; i++) { var temp = gameObjects[i]; gameObjects[i] = gameObjects[length - 1]; gameObjects[length - 1] = temp; } for (var i = 0; i < length; i++) { SetPosition(i); SetDeepin(i); } } /// <summary> /// 向右滑动 /// </summary> public void OnRightDrag() { var length = gameObjects.Length; for (var i = 0; i < length-1; i++) { var temp = gameObjects[i]; gameObjects[i] = gameObjects[i+1]; gameObjects[i+1] = temp; } for (var i = 0; i < length; i++) { SetPosition(i); SetDeepin(i); } } private Vector2 touchFirst = Vector2.zero;//手指开始按下的位置 private Vector2 touchSecond = Vector2.zero;//手指拖动的位置 void OnGUI() { if (Event.current.type == EventType.MouseDown) { touchFirst = Event.current.mousePosition;//记录开始按下的位置 } if (Event.current.type == EventType.MouseUp) { touchSecond = Event.current.mousePosition;//记录拖动的位置 if (touchSecond.x < touchFirst.x) { OnLeftDrag();//向左滑动 } if (touchSecond.x > touchFirst.x) { OnRightDrag();//向右滑动 } touchFirst = touchSecond; } } }
运行程序:
(8)导入照片最后试一下:
三、总结
在Unity3D中实现了3D照片墙,虽然效果出来了,但是想要实现更加美观的效果还需要一些努力。
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