# 添加旋转转盘

This commit is contained in:
muzzik 2022-07-16 20:33:24 +08:00
parent b3de7b808d
commit 58d626b437
6 changed files with 9456 additions and 200 deletions

View File

@ -65,7 +65,7 @@ export class BezierCurveAnimation extends Component {
/** 更新事件 */ /** 更新事件 */
@property({ @property({
displayName: '更新事件', displayName: '更新事件',
tooltip: '(当前缓动曲线Y_yN, 当前缓动下标_indexN)', tooltip: '(当前缓动曲线Y_yN, 当前缓动下标_indexN, 总曲线Y_yN)',
type: [cc.EventHandler] type: [cc.EventHandler]
}) })
updateEventAS: cc.EventHandler[] = []; updateEventAS: cc.EventHandler[] = [];
@ -162,14 +162,16 @@ export class BezierCurveAnimation extends Component {
let timeRangeN = timeRatioNs[tweenIndexN] - lastTimeRatioN; let timeRangeN = timeRatioNs[tweenIndexN] - lastTimeRatioN;
/** 曲线位置 */ /** 曲线位置 */
let posN = (ratioN - lastTimeRatioN) / timeRangeN; let posN = (ratioN - lastTimeRatioN) / timeRangeN;
/** 曲线位置 */ /** 当前曲线 Y */
let yN = curveFS[tweenIndexN](posN); let currCurveYN = curveFS[tweenIndexN](posN);
/** 总曲线 Y */
let totalCurveYN = currCurveYN * timeRangeN + lastTimeRatioN;
// 缓动切换事件触发 // 缓动切换事件触发
if (lastTweenIndexN !== tweenIndexN) { if (lastTweenIndexN !== tweenIndexN) {
this.emit('tweenSwitchEventAS', lastTweenIndexN); this.emit('tweenSwitchEventAS', lastTweenIndexN);
} }
// 更新事件触发 // 更新事件触发
this.emit('updateEventAS', yN, tweenIndexN); this.emit('updateEventAS', currCurveYN, tweenIndexN, totalCurveYN);
// 更新缓动下标 // 更新缓动下标
lastTweenIndexN = tweenIndexN; lastTweenIndexN = tweenIndexN;
} }

View File

@ -5,10 +5,8 @@ const { ccclass, property, requireComponent, executeInEditMode } = _decorator;
/** 旋转抽奖方向 */ /** 旋转抽奖方向 */
export enum RollingLotteryDirection { export enum RollingLotteryDirection {
/** 竖 */ ,
VERTICAL,
/** 横 */
HORIZONTAL
} }
/** 循环滚动抽奖 */ /** 循环滚动抽奖 */
@ -19,15 +17,15 @@ export class RollingLottery extends Component {
/* --------------- 属性 --------------- */ /* --------------- 属性 --------------- */
/** 滚动方向 */ /** 滚动方向 */
@property({ displayName: '滚动方向', type: cc.Enum(RollingLotteryDirection) }) @property({ displayName: '滚动方向', type: cc.Enum(RollingLotteryDirection) })
dire = RollingLotteryDirection.VERTICAL; dire = RollingLotteryDirection.;
/** 子节点刷新事件 */ /** 子节点刷新事件 */
@property({ displayName: '子节点刷新事件', tooltip: '(子节点_node, 下标_indexN)', type: cc.EventHandler }) @property({ displayName: '子节点刷新事件', tooltip: '(子节点_node, 下标_indexN)', type: cc.EventHandler })
itemUpdateEvent = new cc.EventHandler(); itemUpdateEvent = new cc.EventHandler();
/** 中心节点变更事件 */ /** 当前下标变更事件 */
@property({ displayName: '中心节点变更事件', tooltip: '(下标_indexN, 跳过状态_jumpB)', type: cc.EventHandler }) @property({ displayName: '当前下标变更事件', tooltip: '(下标_indexN, 跳过状态_jumpB)', type: cc.EventHandler })
centerNodeEvent = new cc.EventHandler(); indexChangeEvent = new cc.EventHandler();
/** 滚动结束事件 */ /** 滚动结束事件 */
@property({ displayName: '滚动结束事件', type: cc.EventHandler }) @property({ displayName: '滚动结束事件', type: cc.EventHandler })
@ -83,17 +81,20 @@ export class RollingLottery extends Component {
get tailNode() { get tailNode() {
return this.node.children[0]; return this.node.children[0];
} }
/** 当前中心下标 */ /** 当前下标 */
get currIndexN() { get currIndexN() {
return this._currIndexN; return this._currIndexN;
} }
set currIndexN(valueN_) { set currIndexN(valueN_) {
this.setCurrIndexN(valueN_); this._setCurrIndexN(valueN_);
} }
/* ------------------------------- get/set ------------------------------- */ /* ------------------------------- get/set ------------------------------- */
setCurrIndexN(valueN_: number) { private _setCurrIndexN(valueN_: number) {
if (valueN_ === this._currIndexN) {
return;
}
this._currIndexN = valueN_; this._currIndexN = valueN_;
this.centerNodeEvent.emit([this._currIndexN, this._jumpB]); this.indexChangeEvent.emit([this._currIndexN, this._jumpB]);
// logger.log('当前选中', this._currIndexN); // logger.log('当前选中', this._currIndexN);
} }
/* ------------------------------- 生命周期 ------------------------------- */ /* ------------------------------- 生命周期 ------------------------------- */
@ -103,7 +104,96 @@ export class RollingLottery extends Component {
this._initEvent(); this._initEvent();
} }
/* ------------------------------- 功能 ------------------------------- */ /* ------------------------------- 功能 ------------------------------- */
/** 获取在世界坐标系下的节点包围盒(不包含自身激活的子节点范围) */ /** 初始化数据 */
private _initData(): void {
this.curveComp = this.node.getComponent(BezierCurveAnimation);
// 设置更新事件
let updateEvent = new cc.EventHandler();
updateEvent.component = cc.js.getClassName(this);
updateEvent.handler = '_eventUpdate';
updateEvent.target = this.node;
this.curveComp.updateEventAS.push(updateEvent);
// 设置结束事件
let endEvent = new cc.EventHandler();
endEvent.component = cc.js.getClassName(this);
endEvent.handler = '_eventEnd';
endEvent.target = this.node;
this.curveComp.endEventAS.push(endEvent);
this._resetData();
}
/** 初始化视图 */
private _initView(): void {
this.node.getComponent(cc.Layout).enabled = false;
// 初始化子节点及选中
if (this.node.children.length) {
// 重置子节点
this.node.children.forEach((v, kN) => {
v.name = String(kN + this._currIndexN);
this.itemUpdateEvent.emit([v, kN + this._currIndexN]);
});
this.jump(this._currIndexN);
}
}
/** 初始化事件 */
private _initEvent(): void {
this.node.on(cc.Node.EventType.CHILD_ADDED, this._nodeChildAdded, this);
this.node.on(cc.Node.EventType.CHILD_REMOVED, this._nodeChildRemoved, this);
}
/** 重制数据 */
private _resetData(): void {
this._currIndexN = 0;
this._ItemSize = this.node.children[0].getComponent(cc.UITransform).contentSize.clone();
// item 大小矩形,中心点在节点 (0, 0) 位置
this._parentCenterRect = cc.rect(
this.node.worldPosition.x - this._ItemSize.width * 0.5,
this.node.worldPosition.y - this._ItemSize.height * 0.5,
this._ItemSize.width,
this._ItemSize.height
);
// 重置数据
this._uiTransformTab = Object.create(null);
this._uiTransformTab[this.node.uuid] = this.node.getComponent(cc.UITransform);
this._selfRect = this._getBoundingBoxToWorld(this.node);
this._perimeterV3.set(cc.Vec3.ZERO);
// 更新 _uiTransformTab, _perimeterV3
let itemSize: cc.Size;
this.node.children.forEach((v1) => {
this._uiTransformTab[v1.uuid] = v1.getComponent(cc.UITransform);
itemSize = this._uiTransformTab[v1.uuid].contentSize;
this._perimeterV3.add3f(itemSize.x, itemSize.y, 0);
});
}
/** 重制视图 */
private _resetView(): void {
if (this.node.children.length) {
this.jump(this._currIndexN);
}
}
/** 重置 */
private _reset(): void {
this._resetData();
this._resetView();
}
/**
* ()
* @param node_
* @param outRect_
* @returns
*/
private _getBoundingBoxToWorld(node_: cc.Node, outRect_ = cc.rect()): cc.Rect { private _getBoundingBoxToWorld(node_: cc.Node, outRect_ = cc.rect()): cc.Rect {
let uiTransform = this._uiTransformTab[node_.uuid]; let uiTransform = this._uiTransformTab[node_.uuid];
cc.Mat4.fromRTS(this._tempM4, node_.getRotation(), node_.getPosition(), node_.getScale()); cc.Mat4.fromRTS(this._tempM4, node_.getRotation(), node_.getPosition(), node_.getScale());
@ -117,13 +207,20 @@ export class RollingLottery extends Component {
return outRect_; return outRect_;
} }
/** 更新节点下标 */ /**
*
* @param node_
* @param indexN_
*/
private _updateNodeIndex(node_: cc.Node, indexN_: number): void { private _updateNodeIndex(node_: cc.Node, indexN_: number): void {
node_.name = String(indexN_); node_.name = String(indexN_);
this.itemUpdateEvent.emit([node_, indexN_]); this.itemUpdateEvent.emit([node_, indexN_]);
} }
/** 上到下移动子节点 */ /**
*
* @param distN_
*/
private _moveNodeTopToBottom(distN_: number): void { private _moveNodeTopToBottom(distN_: number): void {
this.node.children.forEach((v, kN) => { this.node.children.forEach((v, kN) => {
this._temp.currTransform = this._uiTransformTab[v.uuid]; this._temp.currTransform = this._uiTransformTab[v.uuid];
@ -183,7 +280,10 @@ export class RollingLottery extends Component {
}); });
} }
/** 下到上移动子节点 */ /**
*
* @param distN_
*/
private _moveNodeBottomToTop(distN_: number): void { private _moveNodeBottomToTop(distN_: number): void {
this.node.children.forEach((v, kN) => { this.node.children.forEach((v, kN) => {
this._temp.currTransform = this._uiTransformTab[v.uuid]; this._temp.currTransform = this._uiTransformTab[v.uuid];
@ -242,129 +342,193 @@ export class RollingLottery extends Component {
}); });
} }
/**
*
* @param distN_
*/
private _moveNodeLeftToRight(distN_: number): void {
this.node.children.forEach((v, kN) => {
this._temp.currTransform = this._uiTransformTab[v.uuid];
this._temp.updatePosB = false;
this._getBoundingBoxToWorld(v, this._temp.currNodeRect);
// 移动坐标
this._temp.currNodeRect.x += distN_;
// 相交则更新节点坐标
if (this._temp.currNodeRect.intersects(this._selfRect)) {
this._temp.updatePosB = true;
}
// 若不相交则超出范围
else {
// 若节点在左方则跳过更新
if (this._temp.currNodeRect.xMax < this._selfRect.xMin) {
this._temp.updatePosB = true;
} else {
// (超出范围 / 周长) + 超出视图区域的 1
this._temp.outOfRangeMultipleN =
Math.floor((this._temp.currNodeRect.xMin - this._selfRect.xMax) / this._perimeterV3.x) + 1;
// 更新坐标
this._temp.currNodeRect.x -= this._temp.outOfRangeMultipleN * this._perimeterV3.x;
v.worldPosition = cc.v3(
this._temp.currNodeRect.x + this._ItemSize.width * this._temp.currTransform.anchorX,
v.worldPosition.y
);
// 更新 item 下标
this._updateNodeIndex(
v,
Number(v.name) - this._temp.outOfRangeMultipleN * this.node.children.length
);
}
}
// 更新节点坐标
if (this._temp.updatePosB) {
v.worldPosition = cc.v3(
this._temp.currNodeRect.x + this._temp.currNodeRect.width * this._temp.currTransform.anchorX,
v.worldPosition.y
);
}
// 更新当前下标
this._temp.currIndexN = Number(v.name);
if (
this._temp.currIndexN < this._currIndexN &&
cc.Rect.intersection(this._temp3Rect, this._temp.currNodeRect, this._parentCenterRect).width >=
this._parentCenterRect.width * 0.5
) {
this.currIndexN = this._temp.currIndexN;
}
});
}
/**
*
* @param distN_
*/
private _moveNodeRightToLeft(distN_: number): void {
this.node.children.forEach((v, kN) => {
this._temp.currTransform = this._uiTransformTab[v.uuid];
this._temp.updatePosB = false;
this._getBoundingBoxToWorld(v, this._temp.currNodeRect);
// 移动坐标
this._temp.currNodeRect.x += distN_;
// 相交则更新节点坐标
if (this._temp.currNodeRect.intersects(this._selfRect)) {
this._temp.updatePosB = true;
}
// 若不相交则超出范围
else {
// 若节点在右方则跳过更新
if (this._temp.currNodeRect.xMin > this._selfRect.xMax) {
this._temp.updatePosB = true;
} else {
// (超出范围 / 周长) + 超出视图区域的 1
this._temp.outOfRangeMultipleN =
Math.floor((this._selfRect.xMin - this._temp.currNodeRect.xMax) / this._perimeterV3.x) + 1;
// 更新坐标
this._temp.currNodeRect.x += this._temp.outOfRangeMultipleN * this._perimeterV3.x;
v.worldPosition = cc.v3(
this._temp.currNodeRect.x + this._ItemSize.width * this._temp.currTransform.anchorX,
v.worldPosition.y
);
// 更新 item 下标
this._updateNodeIndex(
v,
Number(v.name) + this._temp.outOfRangeMultipleN * this.node.children.length
);
}
}
// 更新节点坐标
if (this._temp.updatePosB) {
v.worldPosition = cc.v3(
this._temp.currNodeRect.x + this._temp.currNodeRect.width * this._temp.currTransform.anchorX,
v.worldPosition.y
);
}
// 更新当前下标
this._temp.currIndexN = Number(v.name);
if (
this._temp.currIndexN > this._currIndexN &&
cc.Rect.intersection(this._temp3Rect, this._temp.currNodeRect, this._parentCenterRect).width >=
this._parentCenterRect.width * 0.5
) {
this.currIndexN = this._temp.currIndexN;
}
});
}
/** /**
* *
* @param distV3_ * @param distV3_
*/ */
private _scrollChild(distV3_: cc.Vec3): void { private _scrollChild(distV3_: cc.Vec3): void {
// 左右滚动 // 左右滚动
if (this.dire === RollingLotteryDirection.HORIZONTAL) { if (this.dire === RollingLotteryDirection.) {
cc.error('未实现'); if (!distV3_.x) {
// ... return;
}
// 从左往右
if (distV3_.x > 0) {
this._moveNodeLeftToRight(distV3_.x);
}
// 从右往左
else if (distV3_.x < 0) {
this._moveNodeRightToLeft(distV3_.x);
}
} }
// 上下滚动 // 上下滚动
else { else {
// 从上往下滚动 if (!distV3_.y) {
return;
}
// 从上往下
if (distV3_.y < 0) { if (distV3_.y < 0) {
this._moveNodeTopToBottom(distV3_.y); this._moveNodeTopToBottom(distV3_.y);
} }
// 从下往上滚动 // 从下往上
else if (distV3_.y > 0) { else if (distV3_.y > 0) {
this._moveNodeBottomToTop(distV3_.y); this._moveNodeBottomToTop(distV3_.y);
} }
} }
} }
/** 更新运动距离 */ /**
*
* @param indexN_
*/
private _updateMoveDist(indexN_: number): void { private _updateMoveDist(indexN_: number): void {
/** 当前节点 */ /** 当前节点 */
let currNode = this.node.getChildByName(String(this._currIndexN)); let currNode = this.node.getChildByName(String(this._currIndexN));
/** 间隔格子 */ /** 间隔格子 */
let intervalN = indexN_ - this._currIndexN; let intervalN = indexN_ - this._currIndexN;
/** 格子距离 */ /** 格子距离 */
let boxDistN = this.dire === RollingLotteryDirection.HORIZONTAL ? this._ItemSize.width : this._ItemSize.height; let boxDistN = this.dire === RollingLotteryDirection. ? this._ItemSize.width : this._ItemSize.height;
/** 当前格子距父节点(0, 0)的偏移坐标 */ /** 当前格子距父节点(0, 0)的偏移坐标 */
let offsetDistV3 = this.node.worldPosition.clone().subtract(currNode.worldPosition); let offsetDistV3 = this.node.worldPosition.clone().subtract(currNode.worldPosition);
// 设置总距离 // 设置总距离
if (this.dire === RollingLotteryDirection.HORIZONTAL) { if (this.dire === RollingLotteryDirection.) {
this._totalDistV3 = cc.v3(intervalN * boxDistN + offsetDistV3.x); this._totalDistV3 = cc.v3(-intervalN * boxDistN + offsetDistV3.x);
} else { } else {
this._totalDistV3 = cc.v3(0, intervalN * boxDistN + offsetDistV3.y); this._totalDistV3 = cc.v3(0, intervalN * boxDistN + offsetDistV3.y);
} }
} }
/** 初始化数据 */ /** 停止循环 */
private _initData(): void { private _stopLoop(): void {
this.curveComp = this.node.getComponent(BezierCurveAnimation); this._loopTween.stop();
this._loopTween = null;
// 设置更新事件 this._loopScrollB = false;
let updateEvent = new cc.EventHandler();
updateEvent.component = cc.js.getClassName(this);
updateEvent.handler = '_eventUpdate';
updateEvent.target = this.node;
this.curveComp.updateEventAS.push(updateEvent);
// 设置结束事件
let endEvent = new cc.EventHandler();
endEvent.component = cc.js.getClassName(this);
endEvent.handler = '_eventEnd';
endEvent.target = this.node;
this.curveComp.endEventAS.push(endEvent);
this._resetData();
}
/** 重制数据 */
private _resetData(): void {
this._currIndexN = 0;
this._ItemSize = this.node.children[0].getComponent(cc.UITransform).contentSize.clone();
// item 大小矩形,中心点在节点 (0, 0) 位置
this._parentCenterRect = cc.rect(
this.node.worldPosition.x - this._ItemSize.width * 0.5,
this.node.worldPosition.y - this._ItemSize.height * 0.5,
this._ItemSize.width,
this._ItemSize.height
);
// 重置数据
this._uiTransformTab = Object.create(null);
this._uiTransformTab[this.node.uuid] = this.node.getComponent(cc.UITransform);
this._selfRect = this._getBoundingBoxToWorld(this.node);
this._perimeterV3.set(cc.Vec3.ZERO);
// 更新 _uiTransformTab, _perimeterV3
let itemSize: cc.Size;
this.node.children.forEach((v1) => {
this._uiTransformTab[v1.uuid] = v1.getComponent(cc.UITransform);
itemSize = this._uiTransformTab[v1.uuid].contentSize;
this._perimeterV3.add3f(itemSize.x, itemSize.y, 0);
});
}
/** 初始化视图 */
private _initView(): void {
this.node.getComponent(cc.Layout).enabled = false;
// 初始化子节点及选中
if (this.node.children.length) {
// 重置子节点
this.node.children.forEach((v, kN) => {
v.name = String(kN + this._currIndexN);
this.itemUpdateEvent.emit([v, kN + this._currIndexN]);
});
this.jump(this._currIndexN);
}
}
/** 重制视图 */
private _resetView(): void {
if (this.node.children.length) {
this.jump(this._currIndexN);
}
}
/** 初始化事件 */
private _initEvent(): void {
this.node.on(cc.Node.EventType.CHILD_ADDED, this._nodeChildAdded, this);
this.node.on(cc.Node.EventType.CHILD_REMOVED, this._nodeChildRemoved, this);
}
/** 重置 */
reset(): void {
this._resetData();
this._resetView();
} }
/** /**
@ -392,7 +556,7 @@ export class RollingLottery extends Component {
if (!this.isValid) { if (!this.isValid) {
return; return;
} }
if (this.dire === RollingLotteryDirection.HORIZONTAL) { if (this.dire === RollingLotteryDirection.) {
distV3.x = (target.valueN - target.lastValueN) * speedN_; distV3.x = (target.valueN - target.lastValueN) * speedN_;
} else { } else {
distV3.y = (target.valueN - target.lastValueN) * speedN_; distV3.y = (target.valueN - target.lastValueN) * speedN_;
@ -406,14 +570,16 @@ export class RollingLottery extends Component {
.start(); .start();
if (timeSN_ !== undefined) { if (timeSN_ !== undefined) {
this.scheduleOnce(() => { this.scheduleOnce(() => {
this._loopTween.stop(); this._stopLoop();
this._loopTween = null;
this._loopScrollB = false;
}, timeSN_); }, timeSN_);
} }
} }
/** 跳转到指定下标 */ /**
*
* @param indexN_
* @returns
*/
jump(indexN_: number): void { jump(indexN_: number): void {
if (this._scrollB && !this._loopScrollB) { if (this._scrollB && !this._loopScrollB) {
return; return;
@ -423,9 +589,7 @@ export class RollingLottery extends Component {
// 停止循环滚动 // 停止循环滚动
if (this._loopScrollB) { if (this._loopScrollB) {
this._loopTween.stop(); this._stopLoop();
this._loopTween = null;
this._loopScrollB = false;
} }
// 更新移动距离 // 更新移动距离
@ -438,7 +602,12 @@ export class RollingLottery extends Component {
this._jumpB = false; this._jumpB = false;
} }
/** 滚动到指定下标 */ /**
*
* @param indexN_
* @param scrollConfig_
* @returns
*/
scroll(indexN_: number, scrollConfig_?: RollingLotteryScrollConfig): void { scroll(indexN_: number, scrollConfig_?: RollingLotteryScrollConfig): void {
if (this._scrollB && !this._loopScrollB) { if (this._scrollB && !this._loopScrollB) {
return; return;
@ -448,9 +617,7 @@ export class RollingLottery extends Component {
// 停止循环滚动 // 停止循环滚动
if (this._loopScrollB) { if (this._loopScrollB) {
this._loopTween.stop(); this._stopLoop();
this._loopTween = null;
this._loopScrollB = false;
} }
this._lastCurveYN = 0; this._lastCurveYN = 0;
@ -461,10 +628,8 @@ export class RollingLottery extends Component {
} }
/* ------------------------------- 自定义事件 ------------------------------- */ /* ------------------------------- 自定义事件 ------------------------------- */
private _eventUpdate(yN_: number, indexN_: number): void { private _eventUpdate(yN_: number, indexN_: number): void {
cc.log(yN_, yN_); if (this.dire === RollingLotteryDirection.) {
if (this.dire === RollingLotteryDirection.HORIZONTAL) { this._scrollChild(cc.v3((yN_ - this._lastCurveYN) * this._totalDistV3.x, 0));
cc.error('未实现');
// ...
} else { } else {
this._scrollChild(cc.v3(0, (yN_ - this._lastCurveYN) * this._totalDistV3.y)); this._scrollChild(cc.v3(0, (yN_ - this._lastCurveYN) * this._totalDistV3.y));
} }
@ -476,13 +641,14 @@ export class RollingLottery extends Component {
this._scrollB = false; this._scrollB = false;
this.scrollEndEvent.emit([]); this.scrollEndEvent.emit([]);
this._scrollConfig.endCBF?.(); this._scrollConfig.endCBF?.();
// cc.log('缓动结束');
} }
/* ------------------------------- 节点事件 ------------------------------- */ /* ------------------------------- 节点事件 ------------------------------- */
private _nodeChildAdded(): void { private _nodeChildAdded(): void {
this.reset(); this._reset();
} }
private _nodeChildRemoved(): void { private _nodeChildRemoved(): void {
this.reset(); this._reset();
} }
} }

369
assets/RotatingLottery.ts Normal file
View File

@ -0,0 +1,369 @@
import { _decorator, Component, Node } from 'cc';
import * as cc from 'cc';
import { BezierCurveAnimation } from './BezierCurveAnimation';
const { ccclass, property, requireComponent } = _decorator;
/** 旋转抽奖方向 */
export enum RotatingLotteryDirection {
,
}
/** 旋转抽奖 */
@ccclass('RotatingLottery')
@requireComponent(BezierCurveAnimation)
export class RotatingLottery extends Component {
/* --------------- 属性 --------------- */
/** 旋转方向 */
@property({ displayName: '旋转方向', type: cc.Enum(RotatingLotteryDirection) })
dire: RotatingLotteryDirection = null;
/** 旋转指针 */
@property({ displayName: '旋转指针' })
rotateArrowB = false;
/** 旋转对象 */
@property({ displayName: '旋转对象', type: cc.Node })
rotateNode: cc.Node = null;
/** 内容容器 */
@property({ displayName: '内容容器', type: cc.Node })
contentNode: cc.Node = null;
/** 当前下标变更事件 */
@property({ displayName: '当前下标变更事件', tooltip: '(下标_indexN, 跳过状态_jumpB)', type: cc.EventHandler })
indexChangeEvent = new cc.EventHandler();
/** 旋转结束事件 */
@property({ displayName: '旋转结束事件', type: cc.EventHandler })
rotateEndEvent = new cc.EventHandler();
/* --------------- private --------------- */
/** 滚动状态 */
private _scrollB = false;
/** 循环滚动状态 */
private _loopScrollB = false;
/** 循环缓动 */
private _loopTween: cc.Tween<any>;
/** 当前滚动配置 */
private _scrollConfig: RotatingLotteryScrollConfig;
/** 跳过状态 */
private _jumpB = false;
/** 目标角度 */
private _targetAngleN: number;
/** 上次曲线 Y */
private _lastCurveYN = 0;
/** 内容角度区间 */
private _contentAngleNs: number[] = [];
/** 特殊角度下标 */
private _specialAngleIndexN: number;
/** 当前下标 */
private _currIndexN = 0;
/* --------------- public --------------- */
/** 曲线组件 */
curveComp: BezierCurveAnimation;
/** 当前中心下标 */
get currIndexN() {
return this._currIndexN;
}
set currIndexN(valueN_) {
this._setCurrIndexN(valueN_);
}
/* ------------------------------- get/set ------------------------------- */
private _setCurrIndexN(valueN_: number) {
if (valueN_ === this._currIndexN) {
return;
}
this._currIndexN = valueN_;
this.indexChangeEvent.emit([this._currIndexN, this._jumpB]);
// logger.log('当前选中', this._currIndexN);
}
/* ------------------------------- 生命周期 ------------------------------- */
onLoad() {
this._initData();
this._initEvent();
}
/* ------------------------------- 功能 ------------------------------- */
/** 初始化数据 */
private _initData(): void {
this.curveComp = this.getComponent(BezierCurveAnimation);
// 设置更新事件
let updateEvent = new cc.EventHandler();
updateEvent.component = cc.js.getClassName(this);
updateEvent.handler = '_eventUpdate';
updateEvent.target = this.node;
this.curveComp.updateEventAS.push(updateEvent);
// 设置结束事件
let endEvent = new cc.EventHandler();
endEvent.component = cc.js.getClassName(this);
endEvent.handler = '_eventEnd';
endEvent.target = this.node;
this.curveComp.endEventAS.push(endEvent);
this._updateAngleRange();
}
/** 初始化事件 */
private _initEvent(): void {
this.node.on(cc.Node.EventType.CHILD_ADDED, this._nodeChildAdded, this);
this.node.on(cc.Node.EventType.CHILD_REMOVED, this._nodeChildRemoved, this);
}
/** 重置 */
private _reset() {
this._updateAngleRange();
}
/** 更新角度区间 */
private _updateAngleRange(): void {
let leftNode: cc.Node;
let rightNode: cc.Node;
this.contentNode.children.forEach((v, kN) => {
// 获取左右节点
leftNode = this.contentNode.children[kN + 1 === this.contentNode.children.length ? 0 : kN + 1];
rightNode = this.contentNode.children[kN - 1 < 0 ? this.contentNode.children.length - 1 : kN - 1];
// 获取当前节点最大角度
if (leftNode.angle < v.angle) {
this._contentAngleNs[kN] =
v.angle + Math.min((360 + leftNode.angle - v.angle) * 0.5, (v.angle - rightNode.angle) * 0.5);
} else if (v.angle > rightNode.angle) {
this._contentAngleNs[kN] =
v.angle + Math.min((leftNode.angle - v.angle) * 0.5, (v.angle - rightNode.angle) * 0.5);
} else {
this._specialAngleIndexN = kN;
this._contentAngleNs[kN] =
v.angle + Math.min((leftNode.angle - v.angle) * 0.5, (v.angle + (360 - rightNode.angle)) * 0.5);
}
});
}
/** 获取当前下标 */
private _getCurrIndex(): number {
let angleN = this.rotateNode.angle % 360;
if (angleN < 0) {
angleN += 360;
}
let resultN: number;
for (let kN = 0, lenN = this._contentAngleNs.length; kN < lenN; ++kN) {
if (angleN < this._contentAngleNs[kN]) {
resultN = kN;
break;
}
}
if (resultN === undefined) {
resultN = this._specialAngleIndexN;
}
if (!this.rotateArrowB) {
resultN = this._contentAngleNs.length - 1 - resultN;
}
return resultN;
}
/**
*
* @param indexN_
*/
private _updateMoveAngle(indexN_: number): void {
/** 目标节点角度 */
let targetNodeAngleN = this.contentNode.children[indexN_].angle;
/** 旋转节点角度 */
let rotateNodeAngleN = (this.rotateNode.angle %= 360);
// 计算最终角度
if (this.dire === RotatingLotteryDirection.) {
// 旋转指针
if (this.rotateArrowB) {
this._targetAngleN = -(360 - targetNodeAngleN) - rotateNodeAngleN;
if (this._targetAngleN > rotateNodeAngleN) {
this._targetAngleN -= 360;
}
}
// 旋转转盘
else {
this._targetAngleN = -targetNodeAngleN - rotateNodeAngleN;
if (this._targetAngleN > rotateNodeAngleN) {
this._targetAngleN -= 360;
}
}
this._targetAngleN %= 360;
// 添加圈数
if (!this._jumpB && this._scrollConfig) {
this._targetAngleN -= this._scrollConfig.turnN * 360;
this._targetAngleN += this._scrollConfig.offsetAngleN;
}
} else {
// 旋转指针
if (this.rotateArrowB) {
this._targetAngleN = targetNodeAngleN - rotateNodeAngleN;
if (this._targetAngleN < rotateNodeAngleN) {
this._targetAngleN += 360;
}
}
// 旋转转盘
else {
this._targetAngleN = 360 - targetNodeAngleN - rotateNodeAngleN;
if (this._targetAngleN < rotateNodeAngleN) {
this._targetAngleN += 360;
}
}
this._targetAngleN %= 360;
// 添加圈数
if (!this._jumpB && this._scrollConfig) {
this._targetAngleN += this._scrollConfig.turnN * 360;
this._targetAngleN += this._scrollConfig.offsetAngleN;
}
}
}
/** 停止循环 */
private _stopLoop(): void {
this._loopTween.stop();
this._loopTween = null;
this._loopScrollB = false;
}
/**
*
* @param speedN_ /
* @param timeSN_
*/
loop(speedN_: number, timeSN_?: number): void {
if (this._scrollB) {
return;
}
this._scrollB = true;
this._loopScrollB = true;
let angleN: number;
this._loopTween = cc
.tween({ valueN: 0, lastValueN: 0 })
.repeatForever(
cc.tween().by(
1,
{
valueN: 1
},
{
onUpdate: (target?: any, ratioN?: number) => {
if (!this.isValid) {
return;
}
angleN = (target.valueN - target.lastValueN) * speedN_;
if (this.rotateArrowB) {
if (this.dire === RotatingLotteryDirection.) {
angleN = -angleN;
}
} else {
angleN = -angleN;
if (this.dire === RotatingLotteryDirection.) {
angleN = -angleN;
}
}
this.rotateNode.angle += angleN;
target.lastValueN = target.valueN;
this.currIndexN = this._getCurrIndex();
}
}
)
)
.start();
if (timeSN_ !== undefined) {
this.scheduleOnce(() => {
this._stopLoop();
}, timeSN_);
}
}
/**
*
* @param indexN_
* @returns
*/
jump(indexN_: number): void {
if (this._scrollB && !this._loopScrollB) {
return;
}
this._scrollB = true;
this._jumpB = true;
// 停止循环滚动
if (this._loopScrollB) {
this._stopLoop();
}
// 更新角度
this._updateMoveAngle(indexN_);
// 直接跳转
this.rotateNode.angle += this._targetAngleN;
this.currIndexN = this._getCurrIndex();
this._scrollB = false;
this._jumpB = false;
}
/**
*
* @param indexN_
* @param scrollConfig_
* @returns
*/
scroll(indexN_: number, scrollConfig_?: RotatingLotteryScrollConfig): void {
if (this._scrollB && !this._loopScrollB) {
return;
}
this._scrollB = true;
this._scrollConfig = new RotatingLotteryScrollConfig(scrollConfig_);
// 停止循环滚动
if (this._loopScrollB) {
this._stopLoop();
}
// 更新角度
this._lastCurveYN = 0;
this._updateMoveAngle(indexN_);
// 开始缓动
this.curveComp.startTween(this._scrollConfig.tweenIndexNS);
}
/* ------------------------------- 自定义事件 ------------------------------- */
private _eventUpdate(yN_: number, indexN_: number): void {
this.rotateNode.angle += this._targetAngleN * (yN_ - this._lastCurveYN);
this._lastCurveYN = yN_;
this.currIndexN = this._getCurrIndex();
// cc.log('缓动更新', yN_, indexN_, y2N_, yN_ - this._lastCurveYN);
}
private _eventEnd(): void {
this._scrollB = false;
this.rotateEndEvent.emit([]);
this._scrollConfig.endCBF?.();
// cc.log('缓动结束');
}
/* ------------------------------- 节点事件 ------------------------------- */
private _nodeChildAdded(): void {
this._reset();
}
private _nodeChildRemoved(): void {
this._reset();
}
}
/** 滚动配置 */
class RotatingLotteryScrollConfig {
constructor(init_?: RotatingLotteryScrollConfig) {
Object.assign(this, init_);
}
/** 缓动队列 */
tweenIndexNS?: number[];
/** 圈数 */
turnN? = 1;
/** 偏移角度 */
offsetAngleN? = 0;
/** 结束回调 */
endCBF?: () => void;
}

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@ -0,0 +1,9 @@
{
"ver": "4.0.22",
"importer": "typescript",
"imported": true,
"uuid": "584de9ca-d061-471e-b2b7-df6e403fd8ca",
"files": [],
"subMetas": {},
"userData": {}
}

File diff suppressed because it is too large Load Diff

View File

@ -1,36 +1,67 @@
import { _decorator, Component, Node } from 'cc'; import { _decorator, Component, Node } from 'cc';
import * as cc from 'cc'; import * as cc from 'cc';
import { RollingLottery } from './RollingLottery'; import { RollingLottery } from './RollingLottery';
import { RotatingLottery } from './RotatingLottery';
const { ccclass, property } = _decorator; const { ccclass, property } = _decorator;
@ccclass('main') @ccclass('main')
export class main extends Component { export class main extends Component {
/** 横向滚动 */
@property({ displayName: '横向滚动', type: RollingLottery })
horizontalScroll: RollingLottery = null;
/** 竖向滚动 */
@property({ displayName: '竖向滚动', type: RollingLottery })
verticalScroll: RollingLottery = null;
/** 旋转转盘 */
@property({ displayName: '旋转转盘', type: RotatingLottery })
rotateTurntable: RotatingLottery = null;
/** 旋转指针 */
@property({ displayName: '旋转指针', type: RotatingLottery })
rotateArrow: RotatingLottery = null;
/* ------------------------------- segmentation ------------------------------- */ /* ------------------------------- segmentation ------------------------------- */
start() { start() {
let comp = this.node.getComponentInChildren(RollingLottery); let scrollF = async () => {
// comp.loop(1500); let targetIndexN = Math.floor(Math.random() * 100 - 50);
// let indexN = 0; // cc.log('滚动目标', targetIndexN);
// this.node.on( let task = new Promise<void>((resolveF) => {
// cc.Node.EventType.TOUCH_END, this.horizontalScroll.scroll(targetIndexN, {
// () => { endCBF: resolveF
// comp.scroll(0, {}); });
// }, });
// this let task2 = new Promise<void>((resolveF) => {
// ); this.verticalScroll.scroll(targetIndexN, {
comp.scroll(10, {}); endCBF: resolveF
});
});
await Promise.all([task, task2]);
setTimeout(() => {
scrollF();
}, 1000);
};
scrollF();
// comp.reset(); // let rotateF = async () => {
// comp.loop(-1500); // let targetIndexN = Math.floor(Math.random() * 12);
// setTimeout(() => { // cc.log('旋转目标', targetIndexN);
// comp.scroll(-10, { // let task = new Promise<void>((resolveF) => {
// tweenIndexN: 3, // this.rotateTurntable.scroll(targetIndexN, {
// endCBF: () => { // endCBF: resolveF
// // comp.scroll(25, { // });
// // tweenIndexN: 3
// // });
// }
// }); // });
// }, 3000); // let task2 = new Promise<void>((resolveF) => {
// this.rotateArrow.scroll(targetIndexN, {
// endCBF: resolveF
// });
// });
// await Promise.all([task, task2]);
// setTimeout(() => {
// rotateF();
// }, 1000);
// };
// rotateF();
} }
/* ------------------------------- segmentation ------------------------------- */ /* ------------------------------- segmentation ------------------------------- */
eventItemUpdate(node_: cc.Node, indexN_: number): void { eventItemUpdate(node_: cc.Node, indexN_: number): void {
@ -38,10 +69,10 @@ export class main extends Component {
} }
eventCenterNode(indexN_: number): void { eventCenterNode(indexN_: number): void {
cc.log('当前下标', indexN_); // cc.log('当前下标', indexN_);
} }
eventScrollEnd(): void { eventScrollEnd(): void {
cc.log('滚动结束'); // cc.log('滚动结束');
} }
} }