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让数字变化炫酷起来,数字滚动Text组件[Unity]

热度:93   发布时间:2023-09-19 17:51:37.0

让数字滚动起来

上周我的策划又提了样需求,当玩家评分发生变动时,屏幕出现人物评分浮层UI,播放评分数字滚动动画。这类数字滚动需求非常常见,我就按一般思路,将startvalue与endvalue每隔一点时间做插值变化并显示,从而实现数字滚动的效果,这也是大部分app及游戏采取的实现,效果如下:

让数字变化炫酷起来,数字滚动Text组件[Unity]

几行代码写完给策划看效果,策划说不是这样的效果,跟XX游戏做得不一样,得像lao虎机数字一样,有真实的数字滚动效果,好吧,此滚动非彼滚动,期望效果应该是下面这样,看起来更确实炫酷:
让数字变化炫酷起来,数字滚动Text组件[Unity]

代码实现

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:

  1. 仍然每隔一点时间做插值变化,算出插值后,不再是简单地修改Text内容了,而是准备用另一个Text显示新值,2个Text都自底向上做缓动,造成像lao虎机一样,新值顶掉旧值的动画效果,要注意每一位数字都单独使用Text组件显示。我们游戏里的战力固定6位数显示,所以总共设置了12个Text组件。
  2. 错开每一位数字的滚动时间点,让滚动效果看起来更自然。设置一个Delay变量,从个位起,后面的每一位都增加一倍Delay再滚动。

让数字变化炫酷起来,数字滚动Text组件[Unity]

/* ==============================================================================* 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>/// 数字每次变动数值/// </summary>private int _speed;/// <summary>/// 滚动延迟(每进一位增加一倍延迟,让滚动看起来更随机自然)/// </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)//增加{_curNumber = Math.Min(_curNumber + _speed, _toNumber);}else if (_speed < 0) //减少{_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));}}
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