上周个人策划又提了样需求,当玩家评分发生变更时,屏幕出现人物评分浮层UI,播放评分数字滚动动画。这类数字滚动需求很是常见,我就按通常思路,将startvalue与endvalue每隔一点时间作插值变化并显示,从而实现数字滚动的效果,这也是大部分app及游戏采起的实现,效果以下:app
几行代码写完给策划看效果,策划说不是这样的效果,跟XX游戏作得不同,得像lao虎机数字同样,有真实的数字滚动效果,好吧,此滚动非彼滚动,指望效果应该是下面这样,看起来更确实炫酷:
dom
这样的效果也不难实现,但要注意一些细节,让动画看起来更真实:测试
/* ============================================================================== * 功能描述:数字动态变化Text * 创 建 者:shuchangliu * ==============================================================================*/ using System; using System.Collections; using System.Collections.Generic; using System.Linq; using DG.Tweening; using UnityEngine; using UnityEngine.UI; public class JumpingNumberTextComponent : MonoBehaviour { [SerializeField] [Tooltip("按最高位起始顺序设置每位数字Text(显示组)")] private List<Text> _numbers; [SerializeField] [Tooltip("按最高位起始顺序设置每位数字Text(替换组)")] private List<Text> _unactiveNumbers; /// <summary> /// 动画时长 /// </summary> [SerializeField] private float _duration = 1.5f; /// <summary> /// 数字每次滚动时长 /// </summary> [SerializeField] private float _rollingDuration = 0.05f; /// <summary> /// 数字每次变更数值 /// </summary> private int _speed; /// <summary> /// 滚动延迟(每进一位增长一倍延迟,让滚动看起来更随机天然) /// </summary> [SerializeField] private float _delay = 0.008f; /// <summary> /// Text文字宽高 /// </summary> private Vector2 _numberSize; /// <summary> /// 当前数字 /// </summary> private int _curNumber; /// <summary> /// 起始数字 /// </summary> private int _fromNumber; /// <summary> /// 最终数字 /// </summary> private int _toNumber; /// <summary> /// 各位数字的缓动实例 /// </summary> private List<Tweener> _tweener = new List<Tweener>(); /// <summary> /// 是否处于数字滚动中 /// </summary> private bool _isJumping; /// <summary> /// 滚动完毕回调 /// </summary> public Action OnComplete; private void Awake() { if (_numbers.Count == 0 || _unactiveNumbers.Count == 0) { MediaUnity.Debugger.LogError("[JumpingNumberTextComponent] 还未设置Text组件!"); return; } _numberSize = _numbers[0].rectTransform.sizeDelta; } public float duration { get { return _duration; } set { _duration = value; } } private float _different; public float different { get { return _different; } } public void Change(int from, int to) { bool isRepeatCall = _isJumping && _fromNumber == from && _toNumber == to; if (isRepeatCall) return; bool isContinuousChange = (_toNumber == from) && ((to - from > 0 && _different > 0) || (to - from < 0 && _different < 0)); if (_isJumping && isContinuousChange) { } else { _fromNumber = from; _curNumber = _fromNumber; } _toNumber = to; _different = _toNumber - _fromNumber; _speed = (int)Math.Ceiling(_different / (_duration * (1 / _rollingDuration))); _speed = _speed == 0 ? (_different > 0 ? 1 : -1) : _speed; SetNumber(_curNumber, false); _isJumping = true; StopCoroutine("DoJumpNumber"); StartCoroutine("DoJumpNumber"); } public int number { get { return _toNumber; } set { if (_toNumber == value) return; Change(_curNumber, _toNumber); } } IEnumerator DoJumpNumber() { while (true) { if (_speed > 0)//增长 { _curNumber = Math.Min(_curNumber + _speed, _toNumber); } else if (_speed < 0) //减小 { _curNumber = Math.Max(_curNumber + _speed, _toNumber); } SetNumber(_curNumber, true); if (_curNumber == _toNumber) { StopCoroutine("DoJumpNumber"); _isJumping = false; if (OnComplete != null) OnComplete(); yield return null; } yield return new WaitForSeconds(_rollingDuration); } } /// <summary> /// 设置战力数字 /// </summary> /// <param name="v"></param> /// <param name="isTween"></param> public void SetNumber(int v, bool isTween) { char[] c = v.ToString().ToCharArray(); Array.Reverse(c); string s = new string(c); if (!isTween) { for (int i = 0; i < _numbers.Count; i++) { if (i < s.Count()) _numbers[i].text = s[i] + ""; else _numbers[i].text = "0"; } } else { while (_tweener.Count > 0) { _tweener[0].Complete(); _tweener.RemoveAt(0); } for (int i = 0; i < _numbers.Count; i++) { if (i < s.Count()) { _unactiveNumbers[i].text = s[i] + ""; } else { _unactiveNumbers[i].text = "0"; } _unactiveNumbers[i].rectTransform.anchoredPosition = new Vector2(_unactiveNumbers[i].rectTransform.anchoredPosition.x, (_speed > 0 ? -1 : 1) * _numberSize.y); _numbers[i].rectTransform.anchoredPosition = new Vector2(_unactiveNumbers[i].rectTransform.anchoredPosition.x, 0); if (_unactiveNumbers[i].text != _numbers[i].text) { DoTween(_numbers[i], (_speed > 0 ? 1 : -1) * _numberSize.y, _delay * i); DoTween(_unactiveNumbers[i], 0, _delay * i); Text tmp = _numbers[i]; _numbers[i] = _unactiveNumbers[i]; _unactiveNumbers[i] = tmp; } } } } public void DoTween(Text text, float endValue, float delay) { Tweener t = DOTween.To(() => text.rectTransform.anchoredPosition, (x) => { text.rectTransform.anchoredPosition = x; }, new Vector2(text.rectTransform.anchoredPosition.x, endValue), _rollingDuration - delay).SetDelay(delay); _tweener.Add(t); } [ContextMenu("测试数字变化")] public void TestChange() { Change(UnityEngine.Random.Range(1, 1), UnityEngine.Random.Range(1, 100000)); } }