Unity按钮动态效果

Unity中Button的缩放、旋转、透明度、图片切换效果

cs 复制代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;

public class ButtonEffect : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
{
    [Header("缩放效果")]
    public bool enableHoverScale = false;
    public bool enableClickScale = false;
    [SerializeField] private float hoverScale = 1.1f;
    [SerializeField] private float clickScale = 0.9f;
    [SerializeField] private float scaleDuration = 0.2f;

    [Header("旋转效果")]
    public bool enableHoverRotate = false;
    public bool enableClickRotate = false;
    [SerializeField] private float hoverRotation = 5f;
    [SerializeField] private float clickRotation = -5f;
    [SerializeField] private float rotateDuration = 0.2f;

    [Header("透明度效果")]
    public bool enableHoverAlpha = false;
    public bool enableClickAlpha = false;
    [SerializeField] private float hoverAlpha = 0.8f;
    [SerializeField] private float clickAlpha = 0.6f;
    [SerializeField] private float alphaDuration = 0.2f;

    [Header("图片切换")]
    public bool enableImageSwap = false;
    [SerializeField] private Sprite hoverSprite;
    [SerializeField] private Sprite clickSprite;



    private Vector3 originalScale;
    private Vector3 originalRotation;
    private Color originalColor;
    private Image buttonImage;
    private Sprite originalSprite;

    // 用于跟踪当前运行的协程
    private Coroutine currentRotateCoroutine;
    private Coroutine currentScaleCoroutine;
    private Coroutine currentAlphaCoroutine;




    void Start()
    {
        // 保存原始状态
        originalScale = transform.localScale;
        originalRotation = transform.localEulerAngles;

        buttonImage = GetComponent<Image>();
        if (buttonImage != null)
        {
            originalColor = buttonImage.color;
            originalSprite = buttonImage.sprite;
        }


    }



    public void OnPointerEnter(PointerEventData eventData)
    {


        if (enableHoverScale)
            StartScaleEffect(originalScale * hoverScale, scaleDuration);

        if (enableHoverRotate)
        {
            // 旋转到目标角度(只转一次)
            Vector3 targetRotation = originalRotation + new Vector3(0, 0, hoverRotation);
            StartRotateEffect(targetRotation, rotateDuration);
        }

        if (enableHoverAlpha && buttonImage != null)
            StartAlphaEffect(hoverAlpha, alphaDuration);

        if (enableImageSwap && buttonImage != null && hoverSprite != null)
            buttonImage.sprite = hoverSprite;


    }

    public void OnPointerExit(PointerEventData eventData)
    {

        ResetToOriginal();
    }

    public void OnPointerClick(PointerEventData eventData)
    {
        if (enableClickScale)
            StartCoroutine(ClickScaleEffect());

        if (enableClickRotate)
            StartCoroutine(ClickRotateEffect());

        if (enableClickAlpha && buttonImage != null)
            StartCoroutine(ClickAlphaEffect());

        if (enableImageSwap && buttonImage != null && clickSprite != null)
            buttonImage.sprite = clickSprite;


    }
    #region 恢复
    private void ResetToOriginal()
    {
        // 停止所有动画
        StopAllCoroutines();


        // 立即重置到原始状态
        transform.localScale = originalScale;
        transform.localEulerAngles = originalRotation;

        if (buttonImage != null)
        {
            buttonImage.color = originalColor;
            if (enableImageSwap)
                buttonImage.sprite = originalSprite;
        }
    }
    #endregion

    #region 旋转方法
    // 新的旋转效果方法 - 只执行一次
    private void StartRotateEffect(Vector3 targetRotation, float duration)
    {
        // 停止之前的旋转协程
        if (currentRotateCoroutine != null)
            StopCoroutine(currentRotateCoroutine);

        currentRotateCoroutine = StartCoroutine(RotateTo(targetRotation, duration));
    }
    private IEnumerator ClickRotateEffect()
    {
        Vector3 targetRotation = originalRotation + new Vector3(0, 0, clickRotation);
        yield return StartCoroutine(RotateTo(targetRotation, rotateDuration * 0.5f));
        yield return StartCoroutine(RotateTo(originalRotation, rotateDuration * 0.5f));
    }
    private IEnumerator RotateTo(Vector3 targetRotation, float duration)
    {
        Vector3 startRotation = transform.localEulerAngles;
        float time = 0;

        while (time < duration)
        {
            transform.localEulerAngles = Vector3.Lerp(startRotation, targetRotation, time / duration);
            time += Time.deltaTime;
            yield return null;
        }
        transform.localEulerAngles = targetRotation;
    }
    #endregion

    #region 缩放方法
    // 新的缩放效果方法
    private void StartScaleEffect(Vector3 targetScale, float duration)
    {
        if (currentScaleCoroutine != null)
            StopCoroutine(currentScaleCoroutine);

        currentScaleCoroutine = StartCoroutine(ScaleTo(targetScale, duration));
    }
    private IEnumerator ClickScaleEffect()
    {
        yield return StartCoroutine(ScaleTo(originalScale * clickScale, scaleDuration * 0.5f));
        yield return StartCoroutine(ScaleTo(originalScale, scaleDuration * 0.5f));
    }

    private IEnumerator ScaleTo(Vector3 targetScale, float duration)
    {
        Vector3 startScale = transform.localScale;
        float time = 0;

        while (time < duration)
        {
            transform.localScale = Vector3.Lerp(startScale, targetScale, time / duration);
            time += Time.deltaTime;
            yield return null;
        }
        transform.localScale = targetScale;
    }

    #endregion

    #region 透明度方法
    // 新的透明度效果方法
    private void StartAlphaEffect(float targetAlpha, float duration)
    {
        if (currentAlphaCoroutine != null)
            StopCoroutine(currentAlphaCoroutine);

        currentAlphaCoroutine = StartCoroutine(FadeTo(targetAlpha, duration));
    }
    private IEnumerator ClickAlphaEffect()
    {
        if (buttonImage == null) yield break;

        yield return StartCoroutine(FadeTo(clickAlpha, alphaDuration * 0.5f));
        yield return StartCoroutine(FadeTo(originalColor.a, alphaDuration * 0.5f));
    }
    private IEnumerator FadeTo(float targetAlpha, float duration)
    {
        if (buttonImage == null) yield break;

        Color startColor = buttonImage.color;
        Color targetColor = new Color(startColor.r, startColor.g, startColor.b, targetAlpha);
        float time = 0;

        while (time < duration)
        {
            buttonImage.color = Color.Lerp(startColor, targetColor, time / duration);
            time += Time.deltaTime;
            yield return null;
        }
        buttonImage.color = targetColor;
    }
    #endregion



}
相关推荐
天人合一peng2 小时前
unity 生成标记根据背景色标记变色
unity·游戏引擎
天人合一peng5 小时前
unity 生成标记根据背景色变色为明显的颜色
unity·游戏引擎
魔士于安6 小时前
Unity 超市总动员 超市收银台 超市货架 超市购物手推车 超市常见商品
游戏·unity·游戏引擎·贴图·模型
CandyU26 小时前
Unity —— 数据持久化
unity·游戏引擎
zh路西法6 小时前
【Unity实现Oneshot胶卷显形】游戏窗口化与Win32API的使用
游戏·unity·游戏引擎
迪捷软件7 小时前
显控系统虚拟仿真的工程化路径
游戏引擎·cocos2d
凡情11 小时前
android隐私合规检测
android·unity
小贺儿开发11 小时前
Unity3D 本地 Stable Diffusion 文生图效果演示
人工智能·unity·stable diffusion·文生图·ai绘画·本地化
Swift社区12 小时前
传统游戏引擎 vs 鸿蒙 System 架构
架构·游戏引擎·harmonyos
mxwin1 天前
Unity Shader 半透明物体为什么不能写入深度缓冲?
unity·游戏引擎·shader