unity中将多张图片进行椭圆运动

    GameObject canvas;
    int num = 20;
    float angle = 0;
    private float shortRadius=200;
    float longRadius = 450;
    Dictionary<int,GO> storeItem;
    GameObject main;
    public static bool run = true;
    public static int index = 0;
    void Start()
    {
        storeItem = new Dictionary<int,GO>();
        angle = 360.0f / num;

        canvas = GameObject.Find("Canvas");
        main = GameObject.Find("main");
        for (int i = 0; i < num; i++)
        {
            GameObject a = GameObject.Instantiate<GameObject>(Resources.Load<GameObject>("prefab/item"));
            a.transform.SetParent(canvas.transform);
            a.GetComponent<RectTransform>().anchoredPosition = new Vector2(Mathf.Cos(i * angle * Mathf.Deg2Rad) * longRadius, Mathf.Sin(i * angle * Mathf.Deg2Rad) * longRadius);
            a.transform.Find("content").GetComponent<Text>().text = (i * angle).ToString();

            GO _go = new GO();
            _go._o = a;
            _go._o.GetComponent<hintPanelEvent>().index = i;
            _go.angle = i * angle;
            _go.index = i;
            storeItem.Add(i,_go);
        }
    }

    // Update is called once per frame
    GameObject name =null;
    void Update()
    {
        if(run)
        {
            foreach (var kk in storeItem.Values)
            {
                kk.angle = kk.angle + 0.1f;
                if (kk.angle >= 360)
                {
                    kk.angle = kk.angle - 360;
                }
                kk._o.GetComponent<RectTransform>().anchoredPosition = new Vector2(Mathf.Cos(kk.angle * Mathf.Deg2Rad) * longRadius, Mathf.Sin(kk.angle * Mathf.Deg2Rad) * shortRadius);


                if (kk._o.GetComponent<RectTransform>().anchoredPosition.y <= 450 && kk._o.GetComponent<RectTransform>().anchoredPosition.y >= 449.9)
                {
                    if (name != kk._o)
                    {
                        name = kk._o;
                        var _text = kk._o.transform.Find("content").GetComponent<Text>().text;
                        Debug.LogError(_text);
                        main.transform.Find("content").GetComponent<Text>().text = _text;
                        //先把所有的隐藏掉
                        foreach (var hh in storeItem.Values)
                        {
                            hh._o.transform.Find("back").gameObject.SetActive(false);
                        }

                        kk._o.transform.Find("back").gameObject.SetActive(true);
                    }

                }
            }
        }
        else
        {
            var text=storeItem[index]._o.transform.Find("content").GetComponent<Text>().text;
            main.transform.Find("content").GetComponent<Text>().text = text;

            //先把所有的隐藏掉
            foreach (var hh in storeItem.Values)
            {
                hh._o.transform.Find("back").gameObject.SetActive(false);
            }

            storeItem[index]._o.transform.Find("back").gameObject.SetActive(true);
        }
       
    }
  
    class GO
    {
        public GameObject _o;
        public int index = 0;
        public float angle = 0;
    }

 

posted @ 2017-11-10 21:21  U3DEngineer  阅读(1385)  评论(0编辑  收藏  举报