RolRectTransform.cs 7.1 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using LuaInterface;
  5. public class RangeSpeed
  6. {
  7. public float m_fStart;
  8. public float m_fEnd;
  9. public float m_fClampStartTime;
  10. public float m_fClampEndTime;
  11. public RangeSpeed(float fStart, float fEnd, float fClampStartTime, float fClampEndTime)
  12. {
  13. m_fStart = fStart;
  14. m_fEnd = fEnd;
  15. m_fClampStartTime = fClampStartTime;
  16. m_fClampEndTime = fClampEndTime;
  17. }
  18. public bool IsConstansTime(float fRunTime)
  19. {
  20. if (fRunTime >= m_fClampStartTime)
  21. return true;
  22. return false;
  23. }
  24. public bool IsOverTime(float fRunTime)
  25. {
  26. if (fRunTime > m_fClampEndTime)
  27. return true;
  28. return false;
  29. }
  30. public float GetV()
  31. {
  32. return (m_fEnd + m_fStart) * 0.5f;
  33. }
  34. public float GetA()
  35. {
  36. return (m_fEnd - m_fStart) / (m_fClampEndTime - m_fClampStartTime);
  37. }
  38. public float GetDis(float fTime)
  39. {
  40. if (fTime <= m_fClampStartTime)
  41. return 0;
  42. float fEndTime = m_fClampEndTime - m_fClampStartTime;
  43. fTime = fTime - m_fClampStartTime;
  44. if (fTime >= fEndTime)
  45. fTime = fEndTime;
  46. float fDis = m_fStart * fTime + (0.5f * GetA() * fTime * fTime);
  47. return fDis;
  48. }
  49. }
  50. public class RolRectTransform : MonoBehaviour
  51. {
  52. private float fZAngleSpeed = 0.0f;
  53. private List<RangeSpeed> mArrayRangeSpeeds = null;
  54. float fRunTime = 0.0f;
  55. private float fMaxSpeed = 45;
  56. private bool IsRun = false;
  57. private int nStopIndex = 0;
  58. private int nCurIndex = -1;
  59. private float fStartAngle = 0;
  60. public System.Action<int> mSelectAction = null;
  61. public System.Action<int> mFinishAction = null;
  62. void Start()
  63. {
  64. mArrayRangeSpeeds = new List<RangeSpeed>();
  65. }
  66. void LateUpdate()
  67. {
  68. if (IsRun)
  69. {
  70. if (fRunTime < 0)
  71. fRunTime = 0;
  72. fRunTime += Time.deltaTime;
  73. }
  74. else
  75. {
  76. fRunTime = -1;
  77. fZAngleSpeed = 0.0f;
  78. nCurIndex = -1;
  79. return;
  80. }
  81. float fZangle = 0;
  82. for (int i = 0; i < mArrayRangeSpeeds.Count; i++)
  83. {
  84. fZangle += mArrayRangeSpeeds[i].GetDis(fRunTime);
  85. }
  86. bool bIsFinished = false;
  87. if (mArrayRangeSpeeds.Count > 1)
  88. bIsFinished = mArrayRangeSpeeds[mArrayRangeSpeeds.Count - 1].IsOverTime(fRunTime);
  89. RectTransform Trans = GetComponent<RectTransform>();
  90. Trans.localRotation = Quaternion.Euler(0.0f, 0.0f, fStartAngle - fZangle);
  91. Dispatch();
  92. if (bIsFinished && IsInArea(nStopIndex))
  93. {
  94. IsRun = false;
  95. //nStopIndex += 1;
  96. //nStopIndex = (nStopIndex + 8) % 8;
  97. DispatchFinished();
  98. }
  99. }
  100. public void SetMaxSpeed(float fAngle)
  101. {
  102. fMaxSpeed = fAngle;
  103. }
  104. public void ClearNewRangeSpeed()
  105. {
  106. mArrayRangeSpeeds.Clear();
  107. }
  108. public void AddNewRangeSpeed(float StartSpeed, float EndSpeed, float fStartTime, float fEndTime)
  109. {
  110. mArrayRangeSpeeds.Add(new RangeSpeed(StartSpeed, EndSpeed, fStartTime, fEndTime));
  111. }
  112. public void Reset()
  113. {
  114. fRunTime = 0.0f;
  115. fZAngleSpeed = 0.0f;
  116. nCurIndex = -1;
  117. }
  118. public void Run(int nCount)
  119. {
  120. IsRun = true;
  121. Reset();
  122. CalStopTime();
  123. }
  124. public void CalStopTime()
  125. {
  126. float fStopAngle = nStopIndex * 360 / 8;
  127. RectTransform Trans = GetComponent<RectTransform>();
  128. fStartAngle = Trans.localRotation.eulerAngles.z;
  129. float fAngle = 0;
  130. for (int i = 0; i < mArrayRangeSpeeds.Count; i++)
  131. {
  132. RangeSpeed RangeSpeed = mArrayRangeSpeeds[i];
  133. float fA = RangeSpeed.GetDis(RangeSpeed.m_fClampEndTime);
  134. fAngle += Mathf.Abs(fA);
  135. }
  136. float AddAngle = (fAngle - fStartAngle + 360) % 360;
  137. if (AddAngle > fStopAngle)
  138. {
  139. AddAngle = 360 - Mathf.Abs(AddAngle - fStopAngle);
  140. }
  141. else
  142. {
  143. AddAngle = fStopAngle - AddAngle;
  144. }
  145. int LastIndex = mArrayRangeSpeeds.Count - 1;
  146. RangeSpeed RangeSpeed11 = mArrayRangeSpeeds[LastIndex];
  147. float fA11 = RangeSpeed11.GetDis(RangeSpeed11.m_fClampEndTime);
  148. float fAngle11 = Mathf.Abs(fA11);
  149. float fTime = (fAngle11 + AddAngle) / mArrayRangeSpeeds[LastIndex].GetV();
  150. mArrayRangeSpeeds[LastIndex].m_fClampEndTime = fTime + mArrayRangeSpeeds[LastIndex].m_fClampStartTime;
  151. }
  152. public void Stop()
  153. {
  154. if (IsRun)
  155. {
  156. IsRun = false;
  157. }
  158. fRunTime = -1;
  159. fZAngleSpeed = 0.0f;
  160. nCurIndex = -1;
  161. }
  162. public void SetAngle(float x, float y, float z)
  163. {
  164. //指针指向原点
  165. RectTransform Trans = GetComponent<RectTransform>();
  166. Trans.localRotation = Quaternion.Euler(x, y, z);
  167. }
  168. public void SetStopIndex(int nIndex)
  169. {
  170. nStopIndex = nIndex;
  171. }
  172. private void DispatchFinished()
  173. {
  174. if (null != mFinishAction)
  175. {
  176. mFinishAction(nStopIndex);
  177. }
  178. }
  179. private void Dispatch()
  180. {
  181. int nSelectIndex = CheckSelect();
  182. if (nSelectIndex != nCurIndex && nSelectIndex != -1)
  183. {
  184. nCurIndex = nSelectIndex;
  185. if (null != mSelectAction)
  186. {
  187. mSelectAction(nCurIndex);
  188. }
  189. }
  190. }
  191. private int CheckSelect()
  192. {
  193. RectTransform Trans = GetComponent<RectTransform>();
  194. float fCurAngle = 360.0f - Trans.rotation.eulerAngles.z;
  195. float fMax = fCurAngle + 45 * 0.5f;
  196. float fMin = fCurAngle - 45 * 0.5f;
  197. int nSelect = -1;
  198. for (int i = 0; i < 8; i++)
  199. {
  200. float fAngle = 360.0f / 8 * i;
  201. if(i == 0)
  202. {
  203. float fAZeroMin = 360 - 45 * 0.5f;
  204. float fZeroMax = 45 * 0.5f;
  205. if (fCurAngle >= fAZeroMin || fCurAngle < fZeroMax)
  206. {
  207. nSelect = i;
  208. break;
  209. }
  210. }
  211. if (fAngle < fMax && fAngle >= fMin)
  212. {
  213. nSelect = i;
  214. break;
  215. }
  216. }
  217. return nSelect;
  218. }
  219. private bool IsInArea(int nIndex)
  220. {
  221. nIndex = nIndex < 0 ? 0 : nIndex;
  222. nIndex = nIndex > 7 ? 7 : nIndex;
  223. float fAngle = 360.0f / 8 * nIndex;
  224. RectTransform Trans = GetComponent<RectTransform>();
  225. float fMax = fAngle + 45 * 0.5f;
  226. float fMix = fAngle - 45 * 0.5f;
  227. float fCurAngle = 360.0f - Trans.rotation.eulerAngles.z;
  228. if(nIndex == 0)
  229. {
  230. fMix = 360 - 45 * 0.5f;
  231. fMax = 45 * 0.5f;
  232. if (fCurAngle >= fMix || fCurAngle < fMax)
  233. return true;
  234. else
  235. return false;
  236. }
  237. if (fCurAngle <= fMax && fCurAngle > fMix)
  238. return true;
  239. return false;
  240. }
  241. }