本文主要介绍了Unity之跑马灯抽奖效果单抽与连抽,分享给大家,具体如下:
效果图
单次抽奖效果
跳过动画抽奖效果
三连抽抽奖效果
设计思路 点击按钮 ,根据需求(概率)计算本次抽奖获得物品模拟转动 (先加速后减速), 一段时间后停止连抽的情况下等所有奖品动画都表演完成才结束跳过动画设计,有跳过时抽奖速度直接到最大,并进入可中奖 场景搭建
一个按钮,一个组奖品放到一个父物体上。
奖品元素,有两种状态,一种旋转状态,一种中奖状态。
代码
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; /// <summary> /// 跑马灯转盘 /// </summary> public class RotaryTablePanel : MonoBehaviour { //单次开始抽奖抽奖结束的事件 private Action<bool> PlayingAction; //三连抽开始抽奖抽奖结束的事件 private Action<bool> PlayingThreeAction; //是否是三连抽 bool isThreeDraw; // 抽奖按钮, public Button drawBtn; //跳过抽奖动画 public Toggle jumpTgl; // 抽奖图片父物体 public Transform rewardImgTran; //转动特效 public Transform eff_TurnFrame; //中奖特效 public Transform eff_SelectFrame; // 抽奖图片 private Transform[] rewardTransArr; private RotaryCell[] rewardCellArr; // 默认展示状态 private bool isInitState; // 抽奖结束 -- 结束状态,光环不转 private bool drawEnd; // 中奖 private bool drawWinning; [Header("展示状态时间 --> 控制光环转动初始速度")] public float setrewardTime = 1f; private float rewardTime; private float rewardTiming = 0; // 当前光环所在奖励的索引 private int haloIndex = 0; // 本次中奖ID private int rewardIndex = 0; // 点了抽奖按钮正在抽奖 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> /// 注册转盘抽奖事件 /// </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>(); } // 默认展示时间 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> /// 从中奖状态恢复到默认状态 /// </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; } // 抽奖展示 rewardTiming += Time.deltaTime; if (rewardTiming >= rewardTime) { rewardTiming = 0; haloIndex++; if (haloIndex >= rewardCellArr.Length) { haloIndex = 0; } if (isThreeDraw) SetHaloThreePos(haloIndex); else SetHaloPos(haloIndex); } } // 设置光环显示位置 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); // 中奖 && 此ID == 中奖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...展示中奖物品,维护数据 --> 注意: index是索引 Debug.Log("恭喜您中奖,中奖物品索引是:" + index + "号"); } } 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); // 中奖 && 此ID == 中奖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...展示中奖物品,维护数据 --> 注意: index是索引 Debug.Log("恭喜您三连抽中奖,中奖物品索引是:" + index + "号"); 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()); } } } // 点击抽奖按钮 void OnClickDrawFun() { if (!IsOnClickPlaying) { haloIndex = -1; RePrepare(); // 随机抽中ID rewardIndex = UnityEngine.Random.Range(0, rewardCellArr.Length); Debug.Log("开始抽奖,本次抽奖随机到的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()); } } // 点击抽奖按钮 public void OnClickDrawFun(int index) { haloIndex = -1; isThreeDraw = false; rewardIndex = index - 1;//给lua提供方法,减1 if (!IsOnClickPlaying) { RePrepare(); Debug.Log("开始抽奖,本次抽奖到的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> /// 开始抽奖动画 /// 先快后慢 -- 根据需求调整时间 /// </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); // 减速 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#的关闭"); } }
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); } } }
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