基於Unity3D實現3D照片墻效果
一、前言
Unity3D不僅僅可以開發遊戲,還有非常多的開發方向,秉承著興趣為先,將可以使用Unity制作的各種應用案例,分享如何進行開發,如何實現,希望大傢可以在感興趣的地方,學習到自己想要學習的東西。
今天就來實現一個3D照片墻的效果。
我對於這個項目的構思就是照片是3D的,可以滑動,然後使用DoTween插件去做動畫平滑移動。
OK,那就正式開始。
先看一下效果圖:
二、正式開發
新建項目,我使用的版本是Unity3D 2019.4.7f1,模板選用3D:
(1)導入DoTween插件。
(2)新建Canvas,設置參數:
設置Canvas的坐標到0,0,0:
(3)在Canvas新建N個Image:
(4)設置Main Camera的屬性:
設置完的樣子:
反正就是讓Image在屏幕中間就可以瞭。
(5)新建腳本UIRotate.cs,雙擊打開腳本,編輯代碼:
using DG.Tweening; using UnityEngine; using UnityEngine.EventSystems; public class UIRotate : MonoBehaviour { private int halfSize; private GameObject[] gameObjects; /// <summary> /// 圓半徑 /// </summary> private int r = 300; /// <summary> /// 相間角度 /// </summary> private int angle; private void Start() { //初始化數組 var childCount = transform.childCount; //計算出中點 halfSize = (childCount - 1) / 2; //求出圓內角度 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> /// 設置物體位置 /// </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) { //計算圖片深度也就是z軸的距離,離攝像機的遠近 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)將UIRotate.cs腳本附到Canvas對象上,運行程序:
(7)添加左右拖動代碼,繼續修改UIRotate.cs代碼:
using DG.Tweening; using UnityEngine; using UnityEngine.EventSystems; public class UIRotate : MonoBehaviour { private int halfSize; private GameObject[] gameObjects; /// <summary> /// 圓半徑 /// </summary> private int r = 300; /// <summary> /// 相間角度 /// </summary> private int angle; private void Start() { //初始化數組 var childCount = transform.childCount; //計算出中點 halfSize = (childCount - 1) / 2; //求出圓內角度 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> /// 設置物體位置 /// </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) { //計算圖片深度也就是z軸的距離,離攝像機的遠近 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> /// 向左滑動 /// </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> /// 向右滑動 /// </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;//手指開始按下的位置 private Vector2 touchSecond = Vector2.zero;//手指拖動的位置 void OnGUI() { if (Event.current.type == EventType.MouseDown) { touchFirst = Event.current.mousePosition;//記錄開始按下的位置 } if (Event.current.type == EventType.MouseUp) { touchSecond = Event.current.mousePosition;//記錄拖動的位置 if (touchSecond.x < touchFirst.x) { OnLeftDrag();//向左滑動 } if (touchSecond.x > touchFirst.x) { OnRightDrag();//向右滑動 } touchFirst = touchSecond; } } }
運行程序:
(8)導入照片最後試一下:
三、總結
在Unity3D中實現瞭3D照片墻,雖然效果出來瞭,但是想要實現更加美觀的效果還需要一些努力。
到此這篇關於基於Unity3D實現3D照片墻效果的文章就介紹到這瞭,更多相關Unity3D照片墻內容請搜索WalkonNet以前的文章或繼續瀏覽下面的相關文章希望大傢以後多多支持WalkonNet!
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