Unity制作一个BroadcastUI 跑马灯文字广播

 

using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Utils;
//挂在UI上面
public class BroadcastUI : MonoBehaviour
{
    private bool inited = false;
    private BroadcastMan bm;
    public Transform parent;
    public GameObject prefab;
    public float parentWith = 0f;
    private Queue<GameObject> textList = new Queue<GameObject>();
    public string curPlayMsg;
    private int curPlayTime = 0;
    public float moveTime = 5f;
    private int curWaitMsgNum = 0;
    private int curEndIndex = 0;
    private void Init()
    {
        bm = this.gameObject.AddComponent<BroadcastMan>();
        parentWith = parent.GetComponent<RectTransform>().rect.width;
        moveTime = moveTime * Screen.width / 812f;
        Debug.LogError("move speed ==" + moveTime);
        inited = true;
    }
    // Start is called before the first frame update
    private void Awake()
    {
        if (!inited) Init();
    }

    private IEnumerator ScrollMsg()
    {
        curWaitMsgNum = bm.MsgCount;
        parent.gameObject.SetActiveFast(true);
        while (bm.MsgCount > 0 || curPlayTime < bm.repetTime)
        {
            if (curPlayMsg == "")
            {
                curPlayMsg = bm.GetAMsgFromQueue();
                curPlayTime = 1;
            }
            else
            {
                if (bm.repetTime > 1)
                {
                    if (curPlayTime >= bm.repetTime)
                    {
                        curPlayTime = 1;
                        curPlayMsg = bm.GetAMsgFromQueue();
                    }
                    else
                    {
                        curPlayTime++;
                    }
                }
                else
                {
                    curPlayMsg = bm.GetAMsgFromQueue();
                }
            }
            Debug.LogError("msg:" + curPlayMsg);
            GameObject text = GetAText();
            text.GetComponent<Text>().text = curPlayMsg;
            text.transform.SetParent(parent, false);
            text.transform.localPosition = prefab.transform.localPosition;
            yield return new WaitForEndOfFrame();
            float textWith = text.GetComponent<RectTransform>().rect.width;
            float moveDis = textWith + parentWith;
            float curMoveTime = moveTime * moveDis / parentWith;
            //Debug.LogError("当前移动时间,当前播放字越多,时间越长"+curMoveTime);

            Tweener tweener = text.transform.DOLocalMove(new Vector3(text.transform.localPosition.x - moveDis, text.transform.localPosition.y, 0), curMoveTime).SetEase(Ease.Linear)
            .OnComplete(() =>
            {
                curEndIndex++;
                textList.Enqueue(text);
                if (bm.MsgCount == 0 && curEndIndex == curWaitMsgNum * bm.repetTime)
                {
                    parent.gameObject.SetActiveFast(false);
                }
            });
            //Debug.LogError("下一条等待时间,当前字越多,等待时间越长"+ (0.5f * parentWith + textWith) / (moveDis / curMoveTime));
            yield return new WaitForSeconds((0.5f * parentWith + textWith) / (moveDis / curMoveTime));
        }
    }

    private void AddMsg()
    {
        List<string> msgs = new List<string>();
        msgs.Add("<color=#C0FF35>测试一下这个跑马灯的效果>>>>>>>>>>></color>");
        msgs.Add("<color=#C14848>中国第七金!祝贺庞伟、姜冉馨</color>");
        msgs.Add("<color=#6BEE5B>第10金!中国组合获得东京奥运会女子四人双桨金牌</color>");
        msgs.Add("<color=#5BBEEE>奥运女足-难求一胜!中国2-8荷兰小组赛2负1平惨遭淘汰,真是太可惜了啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊啊</color>");
        msgs.Add("<color=#5B63EE>暴</color>");
        msgs.Add("<color=#BF5BEE>南京市疾控中心 :已锁定疫情病毒毒株为德尔塔毒株</color>");
        msgs.Add("<color=#EE5BBB>台风“烟花”</color>");
        msgs.Add("<color=#DB2136>把鲸鱼送回大海!七米长须鲸搁浅 多方力量开展救援</color>");
        bm.AddMsgToQueue(msgs);
    }

    private void OnDestory()
    {
        inited = false;

    }

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.A) && bm.MsgCount == 0)
        {
            AddMsg();
            StartCoroutine(ScrollMsg());
        }
    }

    private GameObject GetAText()
    {
        if (textList.Count > 0)
        {
            return textList.Dequeue();
        }
        return GameObject.Instantiate(prefab);
    }
}

 

//这个放收到的消息

using System.Collections.Generic;
using UnityEngine; 
//这个放收到的消息
public class BroadcastMan : MonoBehaviour
{
    private bool inited = false;
    private Queue<string> msgQueue;//灯队列.
    public int repetTime = 2;//广播重复次数
    private void Init()
    {
        msgQueue = new Queue<string>();
        inited = true;
    }
    // Start is called before the first frame update
    private void Awake()
    {
        if (!inited) Init(); 
    }

    public void AddMsgToQueue(List<string> msgs)
    {
        for (int i = 0; i < msgs.Count; i++)
        {
            msgQueue.Enqueue(msgs[i]);
        }
    }

    public string GetAMsgFromQueue()
    {
        if (msgQueue.Count > 0)
        {
            return msgQueue.Dequeue();
        }
        return "";
    }

    public int MsgCount
    {
        get => msgQueue.Count;
    }

    private void OnDestory()
    {
        inited = false;
    }
}

 

posted @ 2024-05-21 15:06  weigang  阅读(77)  评论(0编辑  收藏  举报