Unity之跑馬燈抽獎效果單抽與連抽(附demo)
本文主要介紹了Unity之跑馬燈抽獎效果單抽與連抽,分享給大家,具體如下:
效果圖
單次抽獎效果

跳過動畫抽獎效果

三連抽抽獎效果

設(shè)計思路 點擊按鈕 ,根據(jù)需求(概率)計算本次抽獎獲得物品模擬轉(zhuǎn)動 (先加速后減速), 一段時間后停止連抽的情況下等所有獎品動畫都表演完成才結(jié)束跳過動畫設(shè)計,有跳過時抽獎速度直接到最大,并進入可中獎 場景搭建

一個按鈕,一個組獎品放到一個父物體上。

獎品元素,有兩種狀態(tài),一種旋轉(zhuǎn)狀態(tài),一種中獎狀態(tài)。
代碼
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 跑馬燈轉(zhuǎn)盤
/// </summary>
public class RotaryTablePanel : MonoBehaviour
{
//單次開始抽獎抽獎結(jié)束的事件
private Action<bool> PlayingAction;
//三連抽開始抽獎抽獎結(jié)束的事件
private Action<bool> PlayingThreeAction;
//是否是三連抽
bool isThreeDraw;
// 抽獎按鈕,
public Button drawBtn;
//跳過抽獎動畫
public Toggle jumpTgl;
// 抽獎圖片父物體
public Transform rewardImgTran;
//轉(zhuǎn)動特效
public Transform eff_TurnFrame;
//中獎特效
public Transform eff_SelectFrame;
// 抽獎圖片
private Transform[] rewardTransArr;
private RotaryCell[] rewardCellArr;
// 默認展示狀態(tài)
private bool isInitState;
// 抽獎結(jié)束 -- 結(jié)束狀態(tài),光環(huán)不轉(zhuǎn)
private bool drawEnd;
// 中獎
private bool drawWinning;
[Header("展示狀態(tài)時間 --> 控制光環(huán)轉(zhuǎn)動初始速度")]
public float setrewardTime = 1f;
private float rewardTime;
private float rewardTiming = 0;
// 當前光環(huán)所在獎勵的索引
private int haloIndex = 0;
// 本次中獎ID
private int rewardIndex = 0;
// 點了抽獎按鈕正在抽獎
private bool isOnClickPlaying;
public bool IsOnClickPlaying
{
get => isOnClickPlaying;
set
{
isOnClickPlaying = value;
if (eff_TurnFrame != null)
{
eff_TurnFrame.gameObject.SetActive(isOnClickPlaying);
}
}
}
public bool DrawWinning
{
get => drawWinning;
set => drawWinning = value;
}
public bool DrawEnd
{
get => drawEnd;
set
{
drawEnd = value;
if (eff_SelectFrame != null)
{
eff_SelectFrame.gameObject.SetActive(drawEnd);
}
}
}
/// <summary>
/// 注冊轉(zhuǎn)盤抽獎事件
/// </summary>
/// <param name="playingAction"></param>
public void SetPlayingAction(Action<bool> playingAction, Action<bool> playingThreeAction)
{
PlayingAction = playingAction;
PlayingThreeAction = playingThreeAction;
}
public void Start()
{
Init();
}
public void Init()
{
drawBtn.onClick.AddListener(OnClickDrawFun);
rewardTransArr = new Transform[rewardImgTran.childCount];
rewardCellArr = new RotaryCell[rewardImgTran.childCount];
for (int i = 0; i < rewardImgTran.childCount; i++)
{
rewardTransArr[i] = rewardImgTran.GetChild(i);
rewardCellArr[i] = rewardTransArr[i].GetComponent<RotaryCell>();
}
// 默認展示時間
rewardTime = setrewardTime;
rewardTiming = 0;
DrawEnd = false;
DrawWinning = false;
IsOnClickPlaying = false;
}
public void RePrepare()
{
if (IsOnClickPlaying)
{
return;
}
rewardTime = setrewardTime;
rewardTiming = 0;
DrawEnd = false;
DrawWinning = false;
IsOnClickPlaying = false;
if (true)
{
for (int i = 0; i < rewardCellArr.Length; i++)
{
rewardCellArr[i].ShowEff(RotaryCell.EffType.all, false);
}
}
}
/// <summary>
/// 從中獎狀態(tài)恢復(fù)到默認狀態(tài)
/// </summary>
/// <param name="index"></param>
public void RestoreDefault(int index = 0)
{
index--;
rewardCellArr[index].ShowEff(RotaryCell.EffType.all, false);
}
void Update()
{
if (Input.GetKeyDown(KeyCode.F))
{
RePrepare();
}
if (Input.GetKeyDown(KeyCode.H))
{
OnClickDrawFunThree();
}
if (DrawEnd || rewardCellArr == null) return;
if (!IsOnClickPlaying)
{
return;
}
// 抽獎?wù)故?
rewardTiming += Time.deltaTime;
if (rewardTiming >= rewardTime)
{
rewardTiming = 0;
haloIndex++;
if (haloIndex >= rewardCellArr.Length)
{
haloIndex = 0;
}
if (isThreeDraw)
SetHaloThreePos(haloIndex);
else
SetHaloPos(haloIndex);
}
}
// 設(shè)置光環(huán)顯示位置
void SetHaloPos(int index)
{
rewardCellArr[index - 1 < 0 ? rewardCellArr.Length - 1 : index - 1].ShowEff(RotaryCell.EffType.turn, false);
rewardCellArr[index].ShowEff(RotaryCell.EffType.turn, true);
// 中獎 && 此ID == 中獎ID
if (DrawWinning && index == rewardIndex)
{
rewardCellArr[index].ShowEff(RotaryCell.EffType.select, true);
rewardCellArr[index].ShowEff(RotaryCell.EffType.turn, false);
IsOnClickPlaying = false;
DrawEnd = true;
if (PlayingAction != null)
{
PlayingAction(false);
}
//todo...展示中獎物品,維護數(shù)據(jù) --> 注意: index是索引
Debug.Log("恭喜您中獎,中獎物品索引是:" + index + "號");
}
}
void SetHaloThreePos(int index)
{
rewardCellArr[index - 1 < 0 ? rewardCellArr.Length - 1 : index - 1].ShowEff(RotaryCell.EffType.turn, false);
rewardCellArr[index].ShowEff(RotaryCell.EffType.turn, true);
// 中獎 && 此ID == 中獎ID
if (DrawWinning && index == indexList.Peek())
{
rewardCellArr[index].GetComponent<RotaryCell>().ShowEff(RotaryCell.EffType.select, true);
rewardCellArr[index].GetComponent<RotaryCell>().ShowEff(RotaryCell.EffType.turn, false);
indexList.Dequeue();
//todo...展示中獎物品,維護數(shù)據(jù) --> 注意: index是索引
Debug.Log("恭喜您三連抽中獎,中獎物品索引是:" + index + "號");
if (indexList.Count == 0)
{
if (PlayingThreeAction != null)
{
PlayingThreeAction(false);
}
IsOnClickPlaying = false;
DrawEnd = true;
isThreeDraw = false;
return;
}
if (jumpTgl != null && jumpTgl.isOn)
{
rewardTime = 0.02f;
DrawWinning = true;
}
else
{
rewardTime = setrewardTime;
rewardTiming = 0;
DrawWinning = false;
StartCoroutine(StartDrawAni());
}
}
}
// 點擊抽獎按鈕
void OnClickDrawFun()
{
if (!IsOnClickPlaying)
{
haloIndex = -1;
RePrepare();
// 隨機抽中ID
rewardIndex = UnityEngine.Random.Range(0, rewardCellArr.Length);
Debug.Log("開始抽獎,本次抽獎隨機到的ID是:" + rewardIndex);
IsOnClickPlaying = true;
DrawEnd = false;
DrawWinning = false;
if (PlayingAction != null)
{
PlayingAction(true);
}
if (jumpTgl != null && jumpTgl.isOn)
{
rewardTime = 0.02f;
DrawWinning = true;
}
else
StartCoroutine(StartDrawAni());
}
}
// 點擊抽獎按鈕
public void OnClickDrawFun(int index)
{
haloIndex = -1;
isThreeDraw = false;
rewardIndex = index - 1;//給lua提供方法,減1
if (!IsOnClickPlaying)
{
RePrepare();
Debug.Log("開始抽獎,本次抽獎到的ID是:" + rewardIndex);
IsOnClickPlaying = true;
DrawEnd = false;
DrawWinning = false;
if (PlayingAction != null)
{
PlayingAction(true);
}
if (jumpTgl != null && jumpTgl.isOn)
{
rewardTime = 0.02f;
DrawWinning = true;
}
else
StartCoroutine(StartDrawAni());
}
}
Queue<int> indexList = new Queue<int>();
public void OnClickDrawFunThree(Queue<int> _table)
{
haloIndex = -1;
isThreeDraw = true;
if (!IsOnClickPlaying)
{
RePrepare();
IsOnClickPlaying = true;
DrawEnd = false;
DrawWinning = false;
if (PlayingThreeAction != null)
{
PlayingThreeAction(true);
}
if (jumpTgl != null && jumpTgl.isOn)
{
rewardTime = 0.02f;
DrawWinning = true;
}
else
StartCoroutine(StartDrawAni());
}
}
public void OnClickDrawFunThree()
{
haloIndex = -1;
isThreeDraw = true;
indexList.Enqueue(3);
indexList.Enqueue(7);
indexList.Enqueue(5);
//rewardIndex = indexList.Peek();
if (!IsOnClickPlaying)
{
RePrepare();
IsOnClickPlaying = true;
DrawEnd = false;
DrawWinning = false;
if (PlayingThreeAction != null)
{
PlayingThreeAction(true);
}
if (jumpTgl != null && jumpTgl.isOn)
{
rewardTime = 0.02f;
DrawWinning = true;
}
else
StartCoroutine(StartDrawAni());
}
}
/// <summary>
/// 開始抽獎動畫
/// 先快后慢 -- 根據(jù)需求調(diào)整時間
/// </summary>
/// <returns></returns>
IEnumerator StartDrawAni()
{
rewardTime = setrewardTime;
// 加速
for (int i = 0; i < setrewardTime / 0.05f - 1; i++)
{
yield return new WaitForSeconds(0.05f);
rewardTime -= 0.05f;
}
yield return new WaitForSeconds(2f);
// 減速
for (int i = 0; i < setrewardTime / 0.05f - 4; i++)
{
yield return new WaitForSeconds(0.05f);
rewardTime += 0.02f;
}
yield return new WaitForSeconds(0.5f);
DrawWinning = true;
}
public void OnDestroy()
{
Debug.Log("C#的關(guān)閉");
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RotaryCell : MonoBehaviour
{
public Transform[] turnEff;
public Transform[] seletEff;
public enum EffType
{
turn,
select,
all,
}
public void ShowEff(EffType efftype, bool isShow)
{
switch (efftype)
{
case EffType.turn:
for (int i = 0; i < turnEff.Length; i++)
{
turnEff[i].gameObject.SetActive(isShow);
}
break;
case EffType.select:
for (int i = 0; i < turnEff.Length; i++)
{
seletEff[i].gameObject.SetActive(isShow);
}
break;
case EffType.all:
for (int i = 0; i < turnEff.Length; i++)
{
turnEff[i].gameObject.SetActive(isShow);
seletEff[i].gameObject.SetActive(isShow);
}
break;
default:
break;
}
}
public void HideAllEff()
{
for (int i = 0; i < turnEff.Length; i++)
{
turnEff[i].gameObject.SetActive(false);
}
for (int i = 0; i < turnEff.Length; i++)
{
seletEff[i].gameObject.SetActive(false);
}
}
IEnumerator HideEffAni()
{
yield return new WaitForSeconds(0.1f);
for (int i = 0; i < turnEff.Length; i++)
{
turnEff[i].gameObject.SetActive(false);
}
}
}
工程項目
到此這篇關(guān)于Unity之跑馬燈抽獎效果單抽與連抽(附demo)的文章就介紹到這了,更多相關(guān)Unity 跑馬燈抽獎 內(nèi)容請搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!
相關(guān)文章
C#調(diào)用QQ_Mail發(fā)送郵件實例代碼兩例
這篇文章介紹了C#調(diào)用QQ_Mail發(fā)送郵件的方法,文中通過示例代碼介紹的非常詳細。對大家的學(xué)習(xí)或工作具有一定的參考借鑒價值,需要的朋友可以參考下2022-04-04

