[UnityUI]一些有趣的UI样例

1.环形进度条




2.图形匹配


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

/// <summary>
/// 被拖拽的慷慨块
/// </summary>
public class DragBrick : MonoBehaviour {

    private List<Transform> childrenTra = new List<Transform>();//慷慨块下的小方块
    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.被射线检測的物体要带有Collider
    /// 2.被射线检測的物体的z轴 > 发出射线检測的物体的z轴 
    /// 3.当没有给Raycast函数传layerMask參数时,只只忽略使用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)//全然匹配 { if (targetGo.Count == 0)//初次全然匹配 { Match(); } else//已经全然匹配,再次全然匹配 { Clear(); Match(); } } else//不能全然匹配 { 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




描写叙述:

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


b.当前血条与下一血条,就像下图中的紫色和红色


c.过渡血条,一般为深红色



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

//假设仅仅有一条血。那么一条血就是全部的血量
//假设有多条血。那么一条血就设定为一个固定值
public class MultiplyBloodBar : MonoBehaviour {

    public Image nowBar;//当前血条
    public Image middleBar;//过渡血条
    public Image nextBar;//下一血条
    public Text countText;//剩下的血条数text

    private int count;//剩下的血条数(不包含当前血量)
    private float nowBlood;//在一条血中的当前血量。如:100/1000则为100  
    private float oneBarBlood = 10000f;//一条血的容量,如:100/1000则为1000     

    private int colorIndex = 0;
    public Color[] colors;//血条的颜色,注意Alpha值。默觉得0

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

    private float nowTargetValue;//当前血条移动的目标点 
    private float middleTargetValue;//过渡血条移动的目标点 
    private bool isBloodMove = false;//控制血条的移动  

    void Update()
    {
        MoveNowBar();//当前血条的流动 
        MoveMiddleBar();//过渡血条的流动  
    }

    /// <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;
        if (nowBlood == 0)
        {
            nowBlood = oneBarBlood;
            count--;
        }

        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];
            nextBar.gameObject.SetActive(true);
        }
        else
        {
            nextBar.gameObject.SetActive(false);
        }

        middleBar.gameObject.SetActive(false);

        countText.text = count + "";
    }

    /// <summary>  
    /// 血量变化,并依据伤害推断是否使用过渡血条  
    /// </summary>  
    /// <param name="number"></param>  
    public void ChangeBlood(float number)
    {
        nowBlood += number;
        nowTargetValue = nowBlood / oneBarBlood;
        isBloodMove = true;

        if ((number < 0) && (Mathf.Abs(number) <= oneBarBlood))//处于受伤状态而且伤害量较低时  
        {
            speed = quickSpeed;
            middleBar.gameObject.SetActive(true);
            middleBar.transform.SetSiblingIndex(nextBar.transform.GetSiblingIndex() + 1);
            middleBar.fillAmount = nowBar.fillAmount;
            middleTargetValue = nowTargetValue;
        }
        else//处于受伤状态而且伤害量较大时。或者处于加血状态  
        {
            speed = slowSpeed;
            middleBar.gameObject.SetActive(false);
        }
    }

    /// <summary>
    /// 普通血条的流动 
    /// </summary>
    void MoveNowBar()
    {
        if (!isBloodMove) return;

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

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

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

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

    /// <summary>
    /// 过渡血条的流动  
    /// </summary>
    void MoveMiddleBar()
    {
        //受到轻伤时( <oneBarBlood)。才会出现过渡血条
        if (speed == quickSpeed)
        {
            middleBar.fillAmount = Mathf.Lerp(middleBar.fillAmount, middleTargetValue, middleBarSpeed);
            if (Mathf.Abs(middleBar.fillAmount - 0) < 0.01f)
            {
                middleBar.transform.SetSiblingIndex(nextBar.transform.GetSiblingIndex() + 1);
                middleBar.fillAmount = 1;
                middleTargetValue++;
            }
        }
    }

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

            nowBar.fillAmount = 0;
            nowTargetValue -= 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  
        {
            //当前血条已经流动完,将过渡血条放置最前
             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;
            nowTargetValue += 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];
        }
    }  

}


原文地址:https://www.cnblogs.com/yxysuanfa/p/6869506.html