UnityNGUI学习之打字机效果,

没接触NGUI之前,因为有个老师跟我们讲,NGUI这个东西已经被淘汰啦 bla bla bla

然后有个师兄在外面找U3D的工作,回来之后,面试 问到 NGUI ,没学过这个东西啊.. bla bla bla 

之前用UGUI方法做的打字机思路是这样, 在开始时,把字体存在一个string变量里面,然后在update 里用equal去判断是否完成,再 将其substr 一下。字符截取一下。

下面的源码

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class TextTween : MonoBehaviour {
	Text m_text;
	string TextString;
	float Timer=0f;


	bool isFinish;
	public float Speed=2f;
	// Use this for initialization
	void Start () 
	{	m_text = GetComponent<Text> ();
		
		TextString = m_text.text;

		m_text.text = "";
		
	}
	
	// Update is called once per frame
	void Update () {
		if (m_text.text.Equals (TextString)) {
			isFinish = true;
			//字体播放结束 finish  执行 Finsh 
		} 
		else
		{
			m_text.text = TextString.Substring (0, (int)(Timer * Speed));
			Timer += Time.deltaTime;
		}

		
	}
}

而 NGUI 呢。 主要在


在 typewriterEffect中封装好了

chars per Second就是每秒多少字符。

Fade in Time 就是 Fade后显示的时间。

Delay On period 就是 在一句后的 延迟。

Delay On New Line 呢就是 每一行后的延迟。

Scoll view 就是滚动栏啦。其实意思就是 跟随滚动的意思。


源码如下

//-------------------------------------------------
//            NGUI: Next-Gen UI kit
// Copyright © 2011-2018 Tasharen Entertainment Inc
//-------------------------------------------------

using UnityEngine;
using System.Text;
using System.Collections.Generic;

/// <summary>
/// This script is able to fill in the label's text gradually, giving the effect of someone typing or fading in the content over time.
/// </summary>

[RequireComponent(typeof(UILabel))]
[AddComponentMenu("NGUI/Interaction/Typewriter Effect")]
public class TypewriterEffect : MonoBehaviour
{
	static public TypewriterEffect current;

	struct FadeEntry
	{
		public int index;
		public string text;
		public float alpha;
	}

	/// <summary>
	/// How many characters will be printed per second.
	/// </summary>

	public int charsPerSecond = 20;

	/// <summary>
	/// How long it takes for each character to fade in.
	/// </summary>

	public float fadeInTime = 0f;

	/// <summary>
	/// How long to pause when a period is encountered (in seconds).
	/// </summary>

	public float delayOnPeriod = 0f;

	/// <summary>
	/// How long to pause when a new line character is encountered (in seconds).
	/// </summary>

	public float delayOnNewLine = 0f;

	/// <summary>
	/// If a scroll view is specified, its UpdatePosition() function will be called every time the text is updated.
	/// </summary>

	public UIScrollView scrollView;

	/// <summary>
	/// If set to 'true', the label's dimensions will be that of a fully faded-in content.
	/// </summary>
Chat快问 new  
	public bool keepFullDimensions = false;

	/// <summary>
	/// Event delegate triggered when the typewriter effect finishes.
	/// </summary>

	public List<EventDelegate> onFinished = new List<EventDelegate>();

	UILabel mLabel;
	string mFullText = "";
	int mCurrentOffset = 0;
	float mNextChar = 0f;
	bool mReset = true;
	bool mActive = false;

	BetterList<FadeEntry> mFade = new BetterList<FadeEntry>();

	/// <summary>
	/// Whether the typewriter effect is currently active or not.
	/// </summary>

	public bool isActive { get { return mActive; } }

	/// <summary>
	/// Reset the typewriter effect to the beginning of the label.
	/// </summary>

	public void ResetToBeginning ()
	{
		Finish();
		mReset = true;
		mActive = true;
		mNextChar = 0f;
		mCurrentOffset = 0;
		Update();
	}

	/// <summary>
	/// Finish the typewriter operation and show all the text right away.
	/// </summary>

	public void Finish ()
	{
		if (mActive)
		{
			mActive = false;

			if (!mReset)
			{
				mCurrentOffset = mFullText.Length;
				mFade.Clear();
				mLabel.text = mFullText;
			}

			if (keepFullDimensions && scrollView != null)
				scrollView.UpdatePosition();

			current = this;
			EventDelegate.Execute(onFinished);
			current = null;
		}
	}

	void OnEnable () { mReset = true; mActive = true; }
	void OnDisable () { Finish(); }

	void Update ()
	{
		if (!mActive) return;

		if (mReset)
		{
			mCurrentOffset = 0;
			mReset = false;
			mLabel = GetComponent<UILabel>();
			mFullText = mLabel.processedText;
			mFade.Clear();

			if (keepFullDimensions && scrollView != null) scrollView.UpdatePosition();
		}

		if (string.IsNullOrEmpty(mFullText)) return;

		var len = mFullText.Length;

		while (mCurrentOffset < len && mNextChar <= RealTime.time)
		{
			int lastOffset = mCurrentOffset;
			charsPerSecond = Mathf.Max(1, charsPerSecond);

			// Automatically skip all symbols
			if (mLabel.supportEncoding)
				while (NGUIText.ParseSymbol(mFullText, ref mCurrentOffset)) { }

			++mCurrentOffset;

			// Reached the end? We're done.
			if (mCurrentOffset > len) break;

			// Periods and end-of-line characters should pause for a longer time.
			float delay = 1f / charsPerSecond;
			char c = (lastOffset < len) ? mFullText[lastOffset] : '\n';

			if (c == '\n')
			{
				delay += delayOnNewLine;
			}
			else if (lastOffset + 1 == len || mFullText[lastOffset + 1] <= ' ')
			{
				if (c == '.')
				{
					if (lastOffset + 2 < len && mFullText[lastOffset + 1] == '.' && mFullText[lastOffset + 2] == '.')
					{
						delay += delayOnPeriod * 3f;
						lastOffset += 2;
					}
					else delay += delayOnPeriod;
				}
				else if (c == '!' || c == '?')
				{
					delay += delayOnPeriod;
				}
			}

			if (mNextChar == 0f)
			{
				mNextChar = RealTime.time + delay;
			}
			else mNextChar += delay;

			if (fadeInTime != 0f)
			{
				// There is smooth fading involved
				FadeEntry fe = new FadeEntry();
				fe.index = lastOffset;
				fe.alpha = 0f;
				fe.text = mFullText.Substring(lastOffset, mCurrentOffset - lastOffset);
				mFade.Add(fe);
			}
			else
			{
				// No smooth fading necessary
				mLabel.text = keepFullDimensions ?
					mFullText.Substring(0, mCurrentOffset) + "[00]" + mFullText.Substring(mCurrentOffset) :
					mFullText.Substring(0, mCurrentOffset);

				// If a scroll view was specified, update its position
				if (!keepFullDimensions && scrollView != null) scrollView.UpdatePosition();
			}
		}

		// Alpha-based fading
		if (mCurrentOffset >= len && mFade.size == 0)
		{
			mLabel.text = mFullText;
			current = this;
			EventDelegate.Execute(onFinished);
			current = null;
			mActive = false;
		}
		else if (mFade.size != 0)
		{
			for (int i = 0; i < mFade.size; )
			{
				FadeEntry fe = mFade[i];
				fe.alpha += RealTime.deltaTime / fadeInTime;
				
				if (fe.alpha < 1f)
				{
					mFade[i] = fe;
					++i;
				}
				else mFade.RemoveAt(i);
			}

			if (mFade.size == 0)
			{
				if (keepFullDimensions)
				{
					mLabel.text = mFullText.Substring(0, mCurrentOffset) + "[00]" + mFullText.Substring(mCurrentOffset);
				}
				else mLabel.text = mFullText.Substring(0, mCurrentOffset);
			}
			else
			{
				StringBuilder sb = new StringBuilder();

				for (int i = 0; i < mFade.size; ++i)
				{
					FadeEntry fe = mFade[i];

					if (i == 0)
					{
						sb.Append(mFullText.Substring(0, fe.index));
					}

					sb.Append('[');
					sb.Append(NGUIText.EncodeAlpha(fe.alpha));
					sb.Append(']');
					sb.Append(fe.text);
				}

				if (keepFullDimensions)
				{
					sb.Append("[00]");
					sb.Append(mFullText.Substring(mCurrentOffset));
				}

				mLabel.text = sb.ToString();
			}
		}
	}
}
 scrollView.UpdatePosition();

	StringBuilder sb = new StringBuilder();
  这个 是为了减少内存的使用,优化方面的。

就是 更新位置啦,

 做打字机效果 


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转载自blog.csdn.net/qq2512667/article/details/80991495
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