Unity之跑马灯抽奖效果单抽与连抽

Posted 彩色墨水

tags:

篇首语:本文由小常识网(cha138.com)小编为大家整理,主要介绍了Unity之跑马灯抽奖效果单抽与连抽相关的知识,希望对你有一定的参考价值。

Unity之跑马灯抽奖效果单抽与连抽

效果图

  • 单次抽奖效果
    在这里插入图片描述

  • 跳过动画抽奖效果
    在这里插入图片描述

  • 三连抽抽奖效果
    在这里插入图片描述

设计思路

  1. 点击按钮 ,根据需求(概率)计算本次抽奖获得物品
  2. 模拟转动 (先加速后减速), 一段时间后停止
  3. 连抽的情况下等所有奖品动画都表演完成才结束
  4. 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

在这里插入图片描述
一个按钮,一个组奖品放到一个父物体上。
在这里插入图片描述
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以上是关于Unity之跑马灯抽奖效果单抽与连抽的主要内容,如果未能解决你的问题,请参考以下文章

iOS 抽奖轮盘跑马灯边框的实现

iOS 抽奖轮盘效果实现思路

JavaScript “跑马灯”抽奖活动代码解析与优化

VUE之文字跑马灯效果

九宫格跑马灯抽奖

常见的跑马灯 动图 抽奖的案例