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unity实现简单抽奖系统

2019年07月18日  | 移动技术网IT编程  | 我要评论

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这段时间工作比较空闲,想做个抽奖系统,发现网上的抽奖系统看不懂,然后自己做了一个可以随意定义奖品概率,不管什么时候停下来指针最终都会转到指定的奖品哪。

废话不多说,动手一步一步来。

这个抽奖系统就使用了两张图片,一个指针,一个圆形的图片。

然后做一个预制体,图片就是圆形图片,image type选择filled,fill amount控制这个图片的面积大小,同时也是该图片的概率,text组件是该奖品的名称。

再接下来就做一下界面布局的工作

bg就是那个灰色的图片,rotate是个空物体,用来挂在脚本的(dialrotate.cs和slot.cs),cloneparent也是个空物体,作为预制体的父物体,要注意的是cloneparent中心那个蓝色的圆圈要和rotate的蓝色的圈的位置一致,界面布局工作完成。

接下来到代码了,slot.cs脚本,一开始会实例化奖品,k键和l键可以随意修改奖品名称,概率(这里概率做了限制,需要使用的自己修改一下代码即可),空格键会随机抛出物品,并且开始旋转,鼠标右键是停止转动(想什么时候停下来都行,最后都会得到所抛出的物体)dialrotate.cs脚本用于处理旋转的。这两个脚本涉及到一些数学计算,慢慢理解即可。

以下是这个工程的脚本,需要的话直接复制黏贴即可使用

slot.cs 

using system.collections.generic;
using unityengine;
using unityengine.ui;  

public class slot : monobehaviour {

  private dialrotate dialrotate;   
  /// <summary>
  /// 奖品数据
  /// </summary>
  private class grifdata
  { 
   /// <summary>
  /// 奖品的名称
  /// </summary>
    public string mtext;
    /// <summary>
    /// 图片的amount值
    /// </summary>
    public float point;
    /// <summary>
    /// 奖品停留在指针时父物体要旋转的角度
    /// </summary>
    public float angle;
    /// <summary>
    /// 该奖品对应ui面板上的名称
    /// </summary>
    public string mtran;
    /// <summary>
    /// 该奖品的id
    /// </summary>
    public int gid;
  }
   /// <summary>
   /// 奖品的描述信息
   /// </summary>
  private class grifinfo
  {
    public text mtext;
    public string msg;
  }

  private list<grifinfo> mlistsd = new list<grifinfo>();
  /// <summary>
  /// 奖品的id和概率对应
  /// </summary>
  private dictionary<int, float> mpoints = new dictionary<int, float>();
  /// <summary>
  /// 用于储存奖品信息(顺序排列)(奖品的id,名称,所占的百分比)
  /// </summary>
  private list<grifdata> grigtdata = new list<grifdata>();
  /// <summary>
  /// 这个也是用于储存奖品信息,不过是乱序排列(奖品的id,名称,所占的百分比)
  /// </summary>
  private list<grifdata> randomdata = new list<grifdata>();
  /// <summary>
  /// 20种奖品的transform,(最多20个不用的奖励)
  /// </summary>
  private list<transform> mtransls = new list<transform>();

  private list<color> mcolors = new list<color>();

  private transform cloneparent;
  private gameobject cloneprefab;
  /// <summary>
  /// 抽奖停止时父物体转动的角度
  /// </summary>
  public float tarangle;
  /// <summary>
  /// 该奖品对应ui面板上的名称
  /// </summary>
  public string tarname;
  public int giftid;
  /// <summary>
  /// 用于检验概率有没有为100%
  /// </summary>
  private list<float> checkprobability = new list<float>();

  private void start()
  {
    cloneparent = transform.find("cloneparent");
    cloneprefab = resources.load<gameobject>("clone");
    dialrotate = getcomponent<dialrotate>();
    init();
  }
  void update()
  {
    #region 测试修改奖品,概率
    if (input.getkeydown(keycode.k))
    {
      cleardata();
      if (checkprobability.count > 0)
      {
        checkprobability.clear();
      }
      if (mpoints.count > 0)
      {
        mpoints.clear();
      }
      adddata("111", 0.3f,1);
      adddata("222", 0.1f,2);
      adddata("333", 0.2f,4);
      adddata("444", 0.05f,5);
      adddata("555", 0.15f,6);
      adddata("666", 0.2f,7);
      setpricerange();
    }
    if (input.getkeydown(keycode.j))
    {
      cleardata();
      if (checkprobability.count > 0)
      {
        checkprobability.clear();
      }
      if (mpoints.count > 0)
      {
        mpoints.clear();
      }
      adddata("薯条", 0.3f, 1);
      adddata("汉堡", 0.1f, 2);
      adddata("炸鸡", 0.2f, 4);
      adddata("啤酒", 0.05f, 5);
      adddata("可乐", 0.15f, 6);
      adddata("烤肉", 0.2f, 7);
      setpricerange();
    }
    #endregion
    if (input.getkeydown(keycode.space))
    {
      startrotate();
    }
  }
  private void init()
  {
    for (int i = 0; i < 20; i++)
    {
      gameobject go = instantiate(cloneprefab) as gameobject;
      go.transform.setparent(cloneparent);
      go.transform.localscale = vector3.one;
      go.transform.localposition = vector3.zero;
      go.name = "" + i;
      mtransls.add(go.transform);
    }
    foreach (transform tr in mtransls)
    {
      tr.getcomponent<image>().color = getcolors();
      tr.gameobject.setactive(false);
    }
    adddata("薯条", 0.3f, 1);
    adddata("汉堡", 0.1f, 2);
    adddata("炸鸡", 0.2f, 4);
    adddata("啤酒", 0.05f, 5);
    adddata("可乐", 0.15f, 6);
    adddata("烤肉", 0.2f, 7);
    setpricerange();
  }
   /// <summary>
   /// 获得随机颜色
   /// </summary>
   /// <returns></returns>
  private color getcolors()
  {
    return new color(random.range(0, 1.0f), random.range(0, 1.0f), random.range(0, 1.0f));
  }

  /// <summary>
  /// 清除奖品的相关数据和设置新的颜色
  /// </summary>
  public void cleardata()
  {
    grigtdata.clear();
    foreach (transform tr in mtransls)
    {
      tr.getcomponent<image>().color = getcolors();
      tr.gameobject.setactive(false);
    }
  }
  /// <summary>
  /// 设置奖励信息
  /// </summary>
  /// <param name="text">名称</param>
  /// <param name="point">所占的百分比</param>
  /// <param name="gid">该奖品的id</param>
  public void adddata(string text, float point, int gid)
  {
    if (point < 0.05f)
    {
      debug.logerror("奖品的概率不能小于5%");
    }
    if (point >1.0f)
    {
      debug.logerror("奖品的概率不能大于100%");
    }
    grifdata data = new grifdata();
    data.mtext = text;
    data.point = point;
    data.gid = gid;
    grigtdata.add(data);
    if (mpoints.containskey(gid))
    {
      // mpoints[gid] = point;
      debug.logerror("物品的id不能一致,无法添加到字典");
      return;
    }
    mpoints.add(gid, point);
    checkprobability.add(point);
  }
  /// <summary>
  /// 设置奖品转盘的面积的大小显示
  /// </summary>
  public void setpricerange()
  {
    float total = 0;
    for (int i = 0; i < checkprobability.count; i++)
    {
      total += checkprobability[i];
    }
    if (total.tostring() !="1")
    {
      debug.logerror("奖品的概率总和不等于百分百,请从新设定概率");
      return;
    }
    transform.localeulerangles = vector3.zero;              
    // list<sdata> temdate = mdata.orderby(mdata => mdata.point).tolist(); //升序排序
    //乱序排列
    randomdata.clear();              
    int count = grigtdata.count;  //所设置的奖品的个数
    for (int i = 0; i < count; i++)
    {
      int ra = random.range(0, grigtdata.count);
      randomdata.add(grigtdata[ra]);
      grigtdata.removeat(ra);
    }
    if (mlistsd.count > 0)
    {
      mlistsd.clear(); //先清空
    }  
    float nowamount = 0;
    text text;
    for (int i = 0; i < count; i++)   //把设置了奖品的显示出来
    {
      transform tr = mtransls[i];
      tr.gameobject.setactive(true);
      // debug.log(ramdata[i].mtext + "/n");
      //因为绘制奖励区域是从转盘的下面6点顺时针方向开始绘制,而指针是在上面9点,转盘是顺时针转动,加多180度,
      
      //ramdata[i].point/2 使得转盘停下来时使得奖品刚好处于指针的中间                       
      float target = 180 + (nowamount + randomdata[i].point/2) * 360;  
      if (target > 360)
        target -= 360;
      text = tr.find("text").getcomponent<text>();
      text.text = randomdata[i].mtext;
      grifinfo grifinfo = new grifinfo(); //暂时预留,发奖品不是单倍的时候有用
      grifinfo.mtext = text;       //暂时预留,发奖品不是单倍的时候有用
      grifinfo.msg = randomdata[i].mtext;  //暂时预留,发奖品不是单倍的时候有用
      mlistsd.add(grifinfo);       //暂时预留,发奖品不是单倍的时候有用
      tr.getcomponent<image>().fillamount = randomdata[i].point; 
      //这个是旋转所设置的奖品的角度
      tr.localeulerangles = new vector3(0, 0, -nowamount * 360); //0.1amount = 36度
                                      
      nowamount += randomdata[i].point;
      // debug.log(" i = " + i + "target = " + target);           
      randomdata[i].angle = target;
      randomdata[i].mtran = tr.name;
      // debug.log("target = " + target);
    }
  }
  /// <summary>
  /// 设置奖品的倍数
  /// </summary>
  /// <param name="multiple"></param>
  public void setmultiple(int multiple)
  {
    foreach (grifinfo ss in mlistsd)
    {
      if (multiple == 1)
      {
        ss.mtext.text = ss.msg;
      }  
      else
      {
        ss.mtext.text = ss.msg + " x" + multiple;
      }                        
    }
  }
  /// <summary>
  /// 获得结果(得到概率)
  /// </summary>
  public void getresult()
  {
    float probability = random.range(0.0f, 1.0f);
    float nowsub = 0;
    string teststr = "";             
    for (int i = 0; i < randomdata.count; i++)
    {
      nowsub += mpoints[randomdata[i].gid];   //该奖品对应的概率(amount值)
      if (probability < nowsub)
      {
        tarangle = randomdata[i].angle; //该奖品停止转动时需要转动的角度
        tarname = randomdata[i].mtran;  //该奖品的名称
        giftid = randomdata[i].gid;   //id
        teststr ="奖品名称 = " + randomdata[i].mtext + " 奖品概率 = " + (mpoints[randomdata[i].gid] * 100 + " ui上的名称 = " + tarname + " 奖品的id = " + giftid);
        debug.log(teststr);
        break;
      } 
    }      
  }
  private void startrotate()
  {
    getresult();
    dialrotate.startquan(tarangle, tarname);
    debug.log("startrotate() : tarangle = " + tarangle);
  }
}

----------------------分割线----------------------

dialrotate.cs 

using unityengine;

public enum rolltype
{
  none,
  start, //开始转动
  constantspeed, //匀速运动
  stop,  //停止运动
}

public class dialrotate : monobehaviour {

  private rolltype nowtype = rolltype.none;   
  private float tarangle; //该奖品停下来时父物体z轴需要转动的角度
  /// <summary>
  /// 当前z轴的值
  /// </summary>
  private float nowangle = 0;
  private string grifname;
  private float time;//计时器
  private float speed = 0;
  public float anglespeed = 2;  
  
  void update () {
    if (input.getmousebuttondown(1))
    {
      if (nowtype == rolltype.constantspeed)
      {   
        nowtype = rolltype.stop;
       // debug.log("tarangle = " + tarangle + " nowangle = " + nowangle);
        tarangle += nowangle + 360;    
        time = 0;
      }
    }

    if (nowtype == rolltype.start)
    {  
      time += time.deltatime; 
      float x = anglespeed * time * time; //这些数值影响转盘的转动速度,自己看着喜欢调节即可
      nowangle -= x;
      speed += 4 * time;

      transform.localeulerangles = new vector3(0, 0, nowangle);
      if (speed > 400)
      {
        nowtype = rolltype.constantspeed;   
      }  
    }
    else if (nowtype == rolltype.constantspeed)
    {
      nowangle -= speed * time.deltatime;  //匀速旋转
      transform.localeulerangles = new vector3(0, 0, nowangle);  
    } 
    else if (nowtype == rolltype.stop)
    {
      //速度慢慢变小,转盘慢慢的慢下来
      speed = mathf.lerp(speed, mathf.min(speed, tarangle * 0.25f), time.deltatime);
     // debug.log("speed = " + speed);
      if (speed < 5)
      {
        speed = 5;
      } 
      float angle = speed * time.deltatime;
      tarangle -= angle;  
      nowangle -= angle;   
      if (tarangle < 0)
      {
        debug.log("转盘停止转动");
        nowtype = rolltype.none;                                    
      }
      else
      {
        transform.localeulerangles = new vector3(0, 0, nowangle);
      }                                  
    }                 
    if (nowangle < -360)
    {
      nowangle += 360;
    }    
  }

  public void startquan(float tarangle, string giftname)
  {
    if (nowtype != rolltype.none)
    {
      return;
    }
    grifname = giftname;
    this.tarangle = 360 * 2 - tarangle;   
    nowtype = rolltype.start;

    time = 0;
    nowangle = transform.localeulerangles.z;  
    speed = 0;   
  }
}

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