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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using LuaInterface;
- public class RangeSpeed
- {
- public float m_fStart;
- public float m_fEnd;
- public float m_fClampStartTime;
- public float m_fClampEndTime;
- public RangeSpeed(float fStart, float fEnd, float fClampStartTime, float fClampEndTime)
- {
- m_fStart = fStart;
- m_fEnd = fEnd;
- m_fClampStartTime = fClampStartTime;
- m_fClampEndTime = fClampEndTime;
- }
- public bool IsConstansTime(float fRunTime)
- {
- if (fRunTime >= m_fClampStartTime)
- return true;
- return false;
- }
- public bool IsOverTime(float fRunTime)
- {
- if (fRunTime > m_fClampEndTime)
- return true;
- return false;
- }
- public float GetV()
- {
- return (m_fEnd + m_fStart) * 0.5f;
- }
- public float GetA()
- {
- return (m_fEnd - m_fStart) / (m_fClampEndTime - m_fClampStartTime);
- }
- public float GetDis(float fTime)
- {
- if (fTime <= m_fClampStartTime)
- return 0;
- float fEndTime = m_fClampEndTime - m_fClampStartTime;
- fTime = fTime - m_fClampStartTime;
- if (fTime >= fEndTime)
- fTime = fEndTime;
- float fDis = m_fStart * fTime + (0.5f * GetA() * fTime * fTime);
- return fDis;
- }
- }
- public class RolRectTransform : MonoBehaviour
- {
- private float fZAngleSpeed = 0.0f;
- private List<RangeSpeed> mArrayRangeSpeeds = null;
- float fRunTime = 0.0f;
- private float fMaxSpeed = 45;
- private bool IsRun = false;
- private int nStopIndex = 0;
- private int nCurIndex = -1;
- private float fStartAngle = 0;
-
- public System.Action<int> mSelectAction = null;
- public System.Action<int> mFinishAction = null;
- void Start()
- {
- mArrayRangeSpeeds = new List<RangeSpeed>();
- }
-
- void LateUpdate()
- {
- if (IsRun)
- {
- if (fRunTime < 0)
- fRunTime = 0;
- fRunTime += Time.deltaTime;
- }
- else
- {
- fRunTime = -1;
- fZAngleSpeed = 0.0f;
- nCurIndex = -1;
- return;
- }
- float fZangle = 0;
- for (int i = 0; i < mArrayRangeSpeeds.Count; i++)
- {
- fZangle += mArrayRangeSpeeds[i].GetDis(fRunTime);
- }
- bool bIsFinished = false;
- if (mArrayRangeSpeeds.Count > 1)
- bIsFinished = mArrayRangeSpeeds[mArrayRangeSpeeds.Count - 1].IsOverTime(fRunTime);
- RectTransform Trans = GetComponent<RectTransform>();
- Trans.localRotation = Quaternion.Euler(0.0f, 0.0f, fStartAngle - fZangle);
- Dispatch();
- if (bIsFinished && IsInArea(nStopIndex))
- {
- IsRun = false;
- //nStopIndex += 1;
- //nStopIndex = (nStopIndex + 8) % 8;
- DispatchFinished();
- }
- }
- public void SetMaxSpeed(float fAngle)
- {
- fMaxSpeed = fAngle;
- }
- public void ClearNewRangeSpeed()
- {
- mArrayRangeSpeeds.Clear();
- }
- public void AddNewRangeSpeed(float StartSpeed, float EndSpeed, float fStartTime, float fEndTime)
- {
- mArrayRangeSpeeds.Add(new RangeSpeed(StartSpeed, EndSpeed, fStartTime, fEndTime));
- }
- public void Reset()
- {
- fRunTime = 0.0f;
- fZAngleSpeed = 0.0f;
- nCurIndex = -1;
- }
- public void Run(int nCount)
- {
- IsRun = true;
- Reset();
- CalStopTime();
- }
- public void CalStopTime()
- {
- float fStopAngle = nStopIndex * 360 / 8;
- RectTransform Trans = GetComponent<RectTransform>();
- fStartAngle = Trans.localRotation.eulerAngles.z;
- float fAngle = 0;
- for (int i = 0; i < mArrayRangeSpeeds.Count; i++)
- {
- RangeSpeed RangeSpeed = mArrayRangeSpeeds[i];
- float fA = RangeSpeed.GetDis(RangeSpeed.m_fClampEndTime);
- fAngle += Mathf.Abs(fA);
- }
- float AddAngle = (fAngle - fStartAngle + 360) % 360;
- if (AddAngle > fStopAngle)
- {
- AddAngle = 360 - Mathf.Abs(AddAngle - fStopAngle);
- }
- else
- {
- AddAngle = fStopAngle - AddAngle;
- }
- int LastIndex = mArrayRangeSpeeds.Count - 1;
- RangeSpeed RangeSpeed11 = mArrayRangeSpeeds[LastIndex];
- float fA11 = RangeSpeed11.GetDis(RangeSpeed11.m_fClampEndTime);
- float fAngle11 = Mathf.Abs(fA11);
- float fTime = (fAngle11 + AddAngle) / mArrayRangeSpeeds[LastIndex].GetV();
- mArrayRangeSpeeds[LastIndex].m_fClampEndTime = fTime + mArrayRangeSpeeds[LastIndex].m_fClampStartTime;
- }
- public void Stop()
- {
- if (IsRun)
- {
- IsRun = false;
- }
- fRunTime = -1;
- fZAngleSpeed = 0.0f;
- nCurIndex = -1;
- }
- public void SetAngle(float x, float y, float z)
- {
- //指针指向原点
- RectTransform Trans = GetComponent<RectTransform>();
- Trans.localRotation = Quaternion.Euler(x, y, z);
- }
- public void SetStopIndex(int nIndex)
- {
- nStopIndex = nIndex;
- }
- private void DispatchFinished()
- {
- if (null != mFinishAction)
- {
- mFinishAction(nStopIndex);
- }
- }
- private void Dispatch()
- {
- int nSelectIndex = CheckSelect();
- if (nSelectIndex != nCurIndex && nSelectIndex != -1)
- {
- nCurIndex = nSelectIndex;
- if (null != mSelectAction)
- {
- mSelectAction(nCurIndex);
- }
- }
- }
- private int CheckSelect()
- {
- RectTransform Trans = GetComponent<RectTransform>();
- float fCurAngle = 360.0f - Trans.rotation.eulerAngles.z;
- float fMax = fCurAngle + 45 * 0.5f;
- float fMin = fCurAngle - 45 * 0.5f;
- int nSelect = -1;
- for (int i = 0; i < 8; i++)
- {
- float fAngle = 360.0f / 8 * i;
- if(i == 0)
- {
- float fAZeroMin = 360 - 45 * 0.5f;
- float fZeroMax = 45 * 0.5f;
- if (fCurAngle >= fAZeroMin || fCurAngle < fZeroMax)
- {
- nSelect = i;
- break;
- }
- }
- if (fAngle < fMax && fAngle >= fMin)
- {
- nSelect = i;
- break;
- }
- }
- return nSelect;
- }
- private bool IsInArea(int nIndex)
- {
- nIndex = nIndex < 0 ? 0 : nIndex;
- nIndex = nIndex > 7 ? 7 : nIndex;
- float fAngle = 360.0f / 8 * nIndex;
- RectTransform Trans = GetComponent<RectTransform>();
- float fMax = fAngle + 45 * 0.5f;
- float fMix = fAngle - 45 * 0.5f;
-
- float fCurAngle = 360.0f - Trans.rotation.eulerAngles.z;
- if(nIndex == 0)
- {
- fMix = 360 - 45 * 0.5f;
- fMax = 45 * 0.5f;
- if (fCurAngle >= fMix || fCurAngle < fMax)
- return true;
- else
- return false;
- }
- if (fCurAngle <= fMax && fCurAngle > fMix)
- return true;
-
- return false;
- }
- }
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