NGUI 滑动特效之中间放大滚动

效果图如下:

其实很简单,在NGUI原有的滑动组件的基础上处理一下比例系数就好,每个块的位置是固定的,移动的是Panel。

所以呢用Panel的位置与块的位置做差在比几个块不就成了比例系数了么。。自然就出来了,最后在处理一下层级就ok了。

代码如下(我是生成的10个块):

using UnityEngine;
using System.Collections;

public class test : MonoBehaviour {

    private GameObject mItem;
    private GameObject[] Items = new GameObject[11];
    private Vector3 Pos = new Vector3(0, 0, 0);
    private bool begin = false;

    void Start()
    {
        mItem = transform.Find("Item").gameObject;
        for (int i = 9; i >= 0; i--)
        {
            Clone(i);
        }
        begin = true;  
    }

    void Clone(int i)
    {
        GameObject _clone = Instantiate(mItem) as GameObject;
        Pos.x = 100 * i;
        _clone.transform.SetParent(gameObject.transform);
        _clone.transform.localPosition = Pos;
        _clone.transform.localScale = Vector3.one;
        _clone.SetActive(true);
        Items[i] = _clone;
    }

    void Update()
    {
        if (begin)
        {
            float max = 0;
            int j = 0;
            for (int i = 0; i < 10; i++)
            {
                Vector3 Ipos = Items[i].transform.localPosition;
                float factor = Mathf.Abs(Ipos.x + gameObject.transform.parent.transform.localPosition.x);
                factor = 1 - factor / 1000;
                Vector3 p = Vector3.one * factor;
                p.x = 1;
                Items[i].transform.localScale = p;
                if (factor > max)
                {
                    max = factor;
                    j = i;
                }
            }
            for (int i = 0; i < 10; i++)
            {
                if (j != i)
                {
                    Items[i].GetComponent<UISprite>().depth = 1;
                }
                else
                {
                    Items[i].GetComponent<UISprite>().depth = 2;
                }
            }
        }
    }

}

 

posted @ 2016-05-04 15:16  Sooda  阅读(3259)  评论(0编辑  收藏  举报