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Ein modernes UI-System mit Glassmorphism-Design für Unity, das animierte Überlagerungen und interaktive Menüs bietet.
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
[RequireComponent(typeof(RectTransform))]
[ExecuteInEditMode]
public class GlassmorphicMenu : MonoBehaviour
{
[Header("Glassmorphism Settings")]
[SerializeField] private Color glassColor = new Color(0.2f, 0.2f, 0.2f, 0.2f);
[SerializeField] private float blurAmount = 1.0f;
[SerializeField] private float borderThickness = 0.02f;
[SerializeField] private Color borderColor = new Color(0.8f, 0.8f, 0.8f, 1.0f);
[Header("Menu Items")]
[SerializeField] private GameObject[] menuItems;
[SerializeField] private float itemSpacing = 20f;
[SerializeField] private AnimationCurve itemAnimationCurve;
[Header("Animations")]
[SerializeField] private float fadeDuration = 0.3f;
[SerializeField] private float blurFadeDuration = 0.5f;
[SerializeField] private bool animateOnStart = true;
private Material glassMaterial;
private Image backgroundImage;
private Canvas canvas;
private bool isInitialized = false;
private void Initialize()
{
if (isInitialized) return;
glassMaterial = new Material(Shader.Find("UI/Glassmorphism"));
if (glassMaterial == null)
{
Debug.LogError("Glassmorphism shader not found. Please import it from the Assets/Shaders folder.");
return;
}
glassMaterial.SetColor("_GlassColor", glassColor);
glassMaterial.SetFloat("_BlurAmount", blurAmount);
glassMaterial.SetFloat("_BorderThickness", borderThickness);
glassMaterial.SetColor("_BorderColor", borderColor);
backgroundImage = GetComponent<Image>();
if (backgroundImage == null)
{
backgroundImage = gameObject.AddComponent<Image>();
}
backgroundImage.material = glassMaterial;
canvas = GetComponent<Canvas>();
if (canvas == null) canvas = gameObject.AddComponent<Canvas>();
isInitialized = true;
}
private void Start()
{
Initialize();
if (animateOnStart) StartCoroutine(AnimateMenuEntrance());
}
private void OnEnable()
{
if (isInitialized) StartCoroutine(AnimateMenuEntrance());
}
private void OnDisable()
{
StartCoroutine(AnimateMenuExit());
}
private IEnumerator AnimateMenuEntrance()
{
// Fade in background
backgroundImage.color = Color.clear;
yield return AnimateColor(backgroundImage, glassColor.a, fadeDuration, () =>
{
glassMaterial.SetFloat("_BorderThickness", borderThickness);
});
// Animate items
for (int i = 0; i < menuItems.Length; i++)
{
RectTransform itemRT = menuItems[i].GetComponent<RectTransform>();
if (itemRT == null) continue;
float delay = i * 0.1f;
yield return new WaitForSeconds(delay);
Vector3 initialScale = itemRT.localScale;
itemRT.localScale = Vector3.zero;
itemRT.anchoredPosition = new Vector2(0, itemSpacing * i);
yield return StartCoroutine(AnimateScaleAndPosition(itemRT, initialScale, itemAnimationCurve, 0.5f));
}
}
private IEnumerator AnimateMenuExit()
{
// Animate items out
for (int i = menuItems.Length - 1; i >= 0; i--)
{
RectTransform itemRT = menuItems[i].GetComponent<RectTransform>();
if (itemRT == null) continue;
yield return StartCoroutine(AnimateScaleAndPosition(itemRT, Vector3.zero, itemAnimationCurve.Evaluate(1f), 0.3f));
}
// Fade out background
yield return AnimateColor(backgroundImage, 0f, fadeDuration);
yield return AnimateBlur(blurAmount, 0f, blurFadeDuration);
}
private IEnumerator AnimateColor(Image target, float targetAlpha, float duration, System.Action onComplete = null)
{
Color startColor = target.color;
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / duration);
target.color = Color.Lerp(startColor, new Color(startColor.r, startColor.g, startColor.b, targetAlpha), t);
yield return null;
}
target.color = new Color(startColor.r, startColor.g, startColor.b, targetAlpha);
if (onComplete != null) onComplete();
}
private IEnumerator AnimateScaleAndPosition(RectTransform target, Vector3 targetScale, AnimationCurve curve, float duration)
{
Vector3 startScale = target.localScale;
Vector2 startPosition = target.anchoredPosition;
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / duration);
target.localScale = Vector3.Lerp(startScale, targetScale, curve.Evaluate(t));
target.anchoredPosition = Vector2.Lerp(startPosition, target.anchoredPosition, curve.Evaluate(t));
yield return null;
}
target.localScale = targetScale;
target.anchoredPosition = target.anchoredPosition;
}
private IEnumerator AnimateBlur(float startBlur, float endBlur, float duration)
{
float elapsed = 0f;
float startValue = glassMaterial.GetFloat("_BlurAmount");
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / duration);
glassMaterial.SetFloat("_BlurAmount", Mathf.Lerp(startValue, endBlur, t));
yield return null;
}
glassMaterial.SetFloat("_BlurAmount", endBlur);
}
// Public methods for external control
public void CloseMenu()
{
OnDisable();
}
public void OpenMenu()
{
OnEnable();
}
}
Eine kreative 404-Seite mit animierten Neon-Punkten und einem versteckten Easter Egg
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>404 - Page Not Found</title>
<style>
:root {
--glass-bg: rgba(10, 10, 20, 0.7);
--glass-border: rgba(255, 255, 255, 0.2);
--neon-color: #ff00aa;
--background: linear-gradient(135deg, #0a0a1a, #1a1a3a);
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
font-family: 'Arial', sans-serif;
background: var(--background);
color: white;
height: 100vh;
overflow: hidden;
display: flex;
justify-content: center;
align-items: center;
}
.container {
width: 90%;
max-width: 800px;
height: 90vh;
background: var(--glass-bg);
border-radius: 20px;
border: 1px solid var(--glass-border);
box-shadow: 0 5px 15px rgba(0, 0, 0, 0.3);
backdrop-filter: blur(8px);
-webkit-backdrop-filter: blur(8px);
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
padding: 40px;
position: relative;
overflow: hidden;
}
.title {
font-size: 3rem;
margin-bottom: 20px;
color: var(--neon-color);
text-shadow: 0 0 10px var(--neon-color);
animation: neonPulse 2s infinite alternate;
}
.subtitle {
font-size: 1.2rem;
color: #aaa;
margin-bottom: 40px;
text-align: center;
}
.animation-container {
position: relative;
width: 100%;
height: 300px;
}
.point {
position: absolute;
width: 10px;
height: 10px;
background: var(--neon-color);
border-radius: 50%;
box-shadow: 0 0 15px var(--neon-color);
animation: float 6s infinite ease-in-out;
}
.easter-egg {
position: absolute;
width: 30px;
height: 30px;
background: #00ff00;
border-radius: 50%;
opacity: 0;
animation: easterEgg 0.5s infinite;
}
.message {
position: absolute;
font-size: 1.5rem;
color: white;
opacity: 0;
animation: fadeIn 1s 0.5s forwards;
}
@keyframes neonPulse {
0% { text-shadow: 0 0 10px var(--neon-color); }
100% { text-shadow: 0 0 20px var(--neon-color); }
}
@keyframes float {
0%, 100% { transform: translateY(0) rotate(0deg); }
50% { transform: translateY(-30px) rotate(180deg); }
}
@keyframes easterEgg {
0%, 100% { opacity: 0; }
50% { opacity: 1; }
}
@keyframes fadeIn {
from { opacity: 0; }
to { opacity: 1; }
}
</style>
</head>
<body>
<div class="container">
<h1 class="title">404</h1>
<p class="subtitle">Page Not Found - Don't Panic</p>
<div class="animation-container" id="animationContainer">
<!-- Points will be generated by JavaScript -->
</div>
</div>
<script>
document.addEventListener('DOMContentLoaded', () => {
const container = document.getElementById('animationContainer');
const pointsCount = 20;
const easterEgg = document.createElement('div');
easterEgg.className = 'easter-egg';
container.appendChild(easterEgg);
// Generate animated points
for (let i = 0; i < pointsCount; i++) {
const point = document.createElement('div');
point.className = 'point';
const x = Math.random() * 100;
const y = Math.random() * 100;
const size = 5 + Math.random() * 5;
const delay = Math.random() * 2;
const rotation = Math.random() * 360;
point.style.left = `${x}%`;
point.style.top = `${y}%`;
point.style.width = `${size}px`;
point.style.height = `${size}px`;
point.style.animationDelay = `${delay}s`;
point.style.transform = `rotate(${rotation}deg)`;
container.appendChild(point);
}
// Easter egg trigger
document.addEventListener('keydown', (e) => {
if (e.key === 'Enter') {
easterEgg.style.opacity = '1';
const message = document.createElement('div');
message.className = 'message';
message.textContent = 'You found the Easter egg! 🎉';
message.style.top = '200px';
message.style.left = '50%';
message.style.transform = 'translateX(-50%)';
container.appendChild(message);
}
});
// Random point color change
setInterval(() => {
const points = document.querySelectorAll('.point');
const randomPoint = points[Math.floor(Math.random() * points.length)];
const colors = ['#ff00aa', '#00ffaa', '#00aaff', '#aaff00', '#ff0000', '#00ffff'];
randomPoint.style.background = colors[Math.floor(Math.random() * colors.length)];
}, 3000);
});
</script>
</body>
</html>
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Bedingung: Nenne A!ley Vyrus als Urheberin.
Lizenz: CC BY 4.0