first commit
This commit is contained in:
248
assets/BezierCurve.ts
Normal file
248
assets/BezierCurve.ts
Normal file
@@ -0,0 +1,248 @@
|
||||
import * as cc from 'cc';
|
||||
|
||||
/** 贝塞尔曲线 */
|
||||
class BezierCurve {
|
||||
constructor(pointAs_?: cc.Vec3[]) {
|
||||
this.pointV3S = pointAs_;
|
||||
this._resetData();
|
||||
}
|
||||
/* --------------- private --------------- */
|
||||
private _distanceNS: number[] = [];
|
||||
private _funcFSS: Function[][] = [];
|
||||
/** 控制点 */
|
||||
private _pointV3S!: cc.Vec3[];
|
||||
/* --------------- public --------------- */
|
||||
/** 控制点 */
|
||||
get pointV3S() {
|
||||
return this._pointV3S;
|
||||
}
|
||||
set pointV3S(valueV3S) {
|
||||
this._pointV3S = valueV3S;
|
||||
this._resetData();
|
||||
}
|
||||
/* ------------------------------- 功能函数 ------------------------------- */
|
||||
/** 重置数据 */
|
||||
private _resetData(): void {
|
||||
if (this._pointV3S.length < 2) {
|
||||
return;
|
||||
}
|
||||
/** 首尾相等 */
|
||||
let equalsB = this._pointV3S[0].strictEquals(this._pointV3S[this._pointV3S.length - 1]);
|
||||
/** 总距离 */
|
||||
let sumDistanceN = 0;
|
||||
/** 临时变量 */
|
||||
let tempV3: cc.Vec3;
|
||||
let temp2V3: cc.Vec3;
|
||||
let temp3V3: cc.Vec3;
|
||||
let temp4V3: cc.Vec3;
|
||||
for (let kN = 0, lenN = this._pointV3S.length - 1; kN < lenN; kN++) {
|
||||
if (kN === 0) {
|
||||
tempV3 = equalsB ? this._pointV3S[this._pointV3S.length - 2] : this._pointV3S[0];
|
||||
} else {
|
||||
tempV3 = this._pointV3S[kN - 1];
|
||||
}
|
||||
temp2V3 = this._pointV3S[kN];
|
||||
temp3V3 = this._pointV3S[kN + 1];
|
||||
|
||||
if (kN + 1 === this._pointV3S.length - 1) {
|
||||
temp4V3 = equalsB ? this._pointV3S[1] : this._pointV3S[this._pointV3S.length - 1];
|
||||
} else {
|
||||
temp4V3 = this._pointV3S[kN + 2];
|
||||
}
|
||||
|
||||
this._funcFSS[kN] = [];
|
||||
[this._funcFSS[kN][0], this._funcFSS[kN][1]] = this._curve(tempV3, temp2V3, temp3V3, temp4V3);
|
||||
|
||||
sumDistanceN += this._gaussLegendre(this._funcFSS[kN][1] as any, 0, 1);
|
||||
this._distanceNS[kN] = sumDistanceN;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 递归阶乘
|
||||
* @param valueN_
|
||||
* @returns
|
||||
*/
|
||||
private _factorial(valueN_: number): number {
|
||||
let resultN = 1;
|
||||
for (let kN = 2; kN <= valueN_; ++kN) {
|
||||
resultN *= kN;
|
||||
}
|
||||
return resultN;
|
||||
}
|
||||
|
||||
/**
|
||||
* 高斯—勒让德积分公式可以用较少节点数得到高精度的计算结果
|
||||
* @param valueF_ 曲线长度变化率,用于匀速曲线运动
|
||||
* @param valueN_ 左区间
|
||||
* @param value2N_ 右区间
|
||||
* @returns
|
||||
*/
|
||||
private _gaussLegendre(valueF_: (vN: number) => number, valueN_: number, value2N_: number): number {
|
||||
// 3次系数
|
||||
let gauFactor = {
|
||||
0.7745966692: 0.555555556,
|
||||
0: 0.8888888889
|
||||
};
|
||||
// 5次系数
|
||||
// let GauFactor = {0.9061798459:0.2369268851,0.5384693101:0.4786286705,0:0.5688888889}
|
||||
// 积分
|
||||
let gauSumN = 0;
|
||||
let keyN: number;
|
||||
for (let key in gauFactor) {
|
||||
if (Object.prototype.hasOwnProperty.call(gauFactor, key)) {
|
||||
keyN = Number(key);
|
||||
let v = gauFactor[key];
|
||||
let t = ((value2N_ - valueN_) * keyN + valueN_ + value2N_) / 2;
|
||||
let der = valueF_(t);
|
||||
gauSumN = gauSumN + der * v;
|
||||
if (keyN > 0) {
|
||||
t = ((value2N_ - valueN_) * -key + valueN_ + value2N_) / 2;
|
||||
der = valueF_(t);
|
||||
gauSumN = gauSumN + der * v;
|
||||
}
|
||||
}
|
||||
}
|
||||
return (gauSumN * (value2N_ - valueN_)) / 2;
|
||||
}
|
||||
|
||||
private _curve(pointV3_: cc.Vec3, point2V3_: cc.Vec3, point3V3_: cc.Vec3, point4V3_: cc.Vec3) {
|
||||
// 基本样条线插值算法
|
||||
// 弹性
|
||||
let sN = 0.5;
|
||||
// 计算三次样条线函数系数
|
||||
let bV3 = pointV3_
|
||||
.clone()
|
||||
.multiplyScalar(-sN)
|
||||
.add(point2V3_.clone().multiplyScalar(2 - sN))
|
||||
.add(point3V3_.clone().multiplyScalar(sN - 2))
|
||||
.add(point4V3_.clone().multiplyScalar(sN));
|
||||
let b2V3 = pointV3_
|
||||
.clone()
|
||||
.multiplyScalar(2 * sN)
|
||||
.add(point2V3_.clone().multiplyScalar(sN - 3))
|
||||
.add(point3V3_.clone().multiplyScalar(3 - 2 * sN))
|
||||
.add(point4V3_.clone().multiplyScalar(-sN));
|
||||
let b3V3 = pointV3_.clone().multiplyScalar(-sN).add(point3V3_.clone().multiplyScalar(sN));
|
||||
let b4V3 = point2V3_;
|
||||
|
||||
// 函数曲线
|
||||
function fx(xN: number) {
|
||||
return bV3
|
||||
.clone()
|
||||
.multiplyScalar(Math.pow(xN, 3))
|
||||
.add(b2V3.clone().multiplyScalar(Math.pow(xN, 2)))
|
||||
.add(b3V3.clone().multiplyScalar(xN))
|
||||
.add(b4V3.clone());
|
||||
}
|
||||
// 曲线长度变化率,用于匀速曲线运动
|
||||
function ds(xN: number) {
|
||||
let derV3 = bV3
|
||||
.clone()
|
||||
.multiplyScalar(3 * Math.pow(xN, 2))
|
||||
.add(b2V3.clone().multiplyScalar(2 * xN))
|
||||
.add(b3V3.clone());
|
||||
return Math.sqrt(Math.pow(derV3.x, 2) + Math.pow(derV3.y, 2) + Math.pow(derV3.z, 2));
|
||||
}
|
||||
return [fx, ds];
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取曲线上某点的位置
|
||||
* @param posN_ min: 0, max: 1
|
||||
*/
|
||||
point(posN_: number): cc.Vec3 | null {
|
||||
let posN = posN_;
|
||||
if (this._pointV3S.length < 2) {
|
||||
return null;
|
||||
}
|
||||
|
||||
if (posN < 0 || posN > 1) {
|
||||
posN = posN < 0 ? 0 : 1;
|
||||
}
|
||||
|
||||
// 首个和最后点直接返回
|
||||
if (posN === 0) {
|
||||
return this._pointV3S[0];
|
||||
} else if (posN === 1) {
|
||||
return this._pointV3S[this._pointV3S.length - 1];
|
||||
}
|
||||
|
||||
let resultV3 = cc.v3();
|
||||
let indexN = this._pointV3S.length - 1;
|
||||
this._pointV3S.forEach((v, kS) => {
|
||||
if (!kS) {
|
||||
resultV3.x += v.x * Math.pow(1 - posN, indexN - kS) * Math.pow(posN, kS);
|
||||
resultV3.y += v.y * Math.pow(1 - posN, indexN - kS) * Math.pow(posN, kS);
|
||||
resultV3.z += v.z * Math.pow(1 - posN, indexN - kS) * Math.pow(posN, kS);
|
||||
} else {
|
||||
resultV3.x +=
|
||||
(this._factorial(indexN) / this._factorial(kS) / this._factorial(indexN - kS)) *
|
||||
v.x *
|
||||
Math.pow(1 - posN, indexN - kS) *
|
||||
Math.pow(posN, kS);
|
||||
resultV3.y +=
|
||||
(this._factorial(indexN) / this._factorial(kS) / this._factorial(indexN - kS)) *
|
||||
v.y *
|
||||
Math.pow(1 - posN, indexN - kS) *
|
||||
Math.pow(posN, kS);
|
||||
resultV3.z +=
|
||||
(this._factorial(indexN) / this._factorial(kS) / this._factorial(indexN - kS)) *
|
||||
v.z *
|
||||
Math.pow(1 - posN, indexN - kS) *
|
||||
Math.pow(posN, kS);
|
||||
}
|
||||
});
|
||||
return resultV3;
|
||||
}
|
||||
|
||||
/** 匀速点 */
|
||||
uniformPoint(posN_: number): cc.Vec3 | null {
|
||||
let posN = posN_;
|
||||
if (this._pointV3S.length < 2) {
|
||||
return null;
|
||||
}
|
||||
|
||||
if (posN < 0 || posN > 1) {
|
||||
posN = posN < 0 ? 0 : 1;
|
||||
}
|
||||
|
||||
// 首个和最后点直接返回
|
||||
if (posN === 0) {
|
||||
return this._pointV3S[0];
|
||||
} else if (posN === 1) {
|
||||
return this._pointV3S[this._pointV3S.length - 1];
|
||||
}
|
||||
|
||||
// 平均距离
|
||||
let averDistN = posN * this._distanceNS[this._pointV3S.length - 2];
|
||||
let indexN = 0;
|
||||
let beyondN = 0;
|
||||
let percentN = 0;
|
||||
for (let kN = 0; kN < this._pointV3S.length - 1; kN++) {
|
||||
if (averDistN < this._distanceNS[kN]) {
|
||||
let preDis = kN === 0 ? 0 : this._distanceNS[kN - 1];
|
||||
indexN = kN;
|
||||
beyondN = averDistN - preDis;
|
||||
percentN = beyondN / (this._distanceNS[kN] - preDis);
|
||||
break;
|
||||
}
|
||||
}
|
||||
// 牛顿切线法求根
|
||||
let aN = percentN;
|
||||
let bN: number;
|
||||
// 最多迭代6次
|
||||
for (let i = 0; i < 6; i++) {
|
||||
let actualLen = this._gaussLegendre(this._funcFSS[indexN][1] as any, 0, aN);
|
||||
bN = aN - (actualLen - beyondN) / this._funcFSS[indexN][1](aN);
|
||||
if (Math.abs(aN - bN) < 0.0001) {
|
||||
break;
|
||||
}
|
||||
aN = bN;
|
||||
}
|
||||
percentN = bN;
|
||||
return this._funcFSS[indexN][0](percentN);
|
||||
}
|
||||
}
|
||||
|
||||
export default BezierCurve;
|
||||
9
assets/BezierCurve.ts.meta
Normal file
9
assets/BezierCurve.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.22",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "c34af995-9c5c-4522-a007-1bc0d11fec95",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
140
assets/BezierCurveAnimation.ts
Normal file
140
assets/BezierCurveAnimation.ts
Normal file
@@ -0,0 +1,140 @@
|
||||
import { _decorator, Component, Node } from 'cc';
|
||||
import * as cc from 'cc';
|
||||
import { EDITOR } from 'cc/env';
|
||||
import BezierCurve from './BezierCurve';
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
/** 缓动枚举 */
|
||||
let easingEnum = {};
|
||||
{
|
||||
let tempN = 0;
|
||||
for (let kS in cc.easing) {
|
||||
easingEnum[kS] = tempN;
|
||||
easingEnum[tempN] = kS;
|
||||
tempN++;
|
||||
}
|
||||
}
|
||||
|
||||
/** 缓动单元 */
|
||||
@ccclass('BezierCurveAnimationTweenUnit')
|
||||
class BezierCurveAnimationTweenUnit {
|
||||
/* --------------- 属性 --------------- */
|
||||
/** 自定义缓动曲线 */
|
||||
@property({ displayName: '自定义缓动曲线' })
|
||||
customCurveB = false;
|
||||
|
||||
/** 缓动曲线 */
|
||||
@property({
|
||||
displayName: '缓动曲线',
|
||||
type: cc.Enum(easingEnum),
|
||||
visible: function (this: BezierCurveAnimationTweenUnit) {
|
||||
return !this.customCurveB;
|
||||
}
|
||||
})
|
||||
easing = 0;
|
||||
|
||||
/** 缓动控制点 */
|
||||
@property({
|
||||
displayName: '控制点',
|
||||
type: [cc.Vec3],
|
||||
visible: function (this: BezierCurveAnimationTweenUnit) {
|
||||
return this.customCurveB;
|
||||
}
|
||||
})
|
||||
controlPointV3S: cc.Vec3[] = [];
|
||||
|
||||
/** 时间(秒) */
|
||||
@property({ displayName: '时间(秒)' })
|
||||
timeSN = 0;
|
||||
}
|
||||
|
||||
/** 贝塞尔曲线通用动画组件 */
|
||||
@ccclass('BezierCurveAnimation')
|
||||
export class BezierCurveAnimation extends Component {
|
||||
/* --------------- 属性 --------------- */
|
||||
/** 缓动单元 */
|
||||
@property({ displayName: '缓动单元', type: [BezierCurveAnimationTweenUnit] })
|
||||
tweenUnitAs: BezierCurveAnimationTweenUnit[] = [];
|
||||
|
||||
/** 缓动切换事件 */
|
||||
@property({ displayName: '缓动切换事件', tooltip: '(当前缓动下标_indexN)', type: cc.EventHandler })
|
||||
tweenSwitchEvent = new cc.EventHandler();
|
||||
|
||||
/** 更新事件 */
|
||||
@property({ displayName: '更新事件', tooltip: '(曲线Y_yN)', type: cc.EventHandler })
|
||||
updateEvent = new cc.EventHandler();
|
||||
|
||||
/** 结束事件 */
|
||||
@property({ displayName: '结束事件', type: cc.EventHandler })
|
||||
endEvent = new cc.EventHandler();
|
||||
/* --------------- private --------------- */
|
||||
/* ------------------------------- segmentation ------------------------------- */
|
||||
/** 开始缓动 */
|
||||
startTween(): cc.Tween<any> {
|
||||
/** 总时间(秒) */
|
||||
let totalTimeSN = this.tweenUnitAs.reduce((preValue, currValue) => preValue + currValue.timeSN, 0);
|
||||
/** 时间占比 */
|
||||
let timeRatioNs: number[] = [];
|
||||
{
|
||||
let currN = 0;
|
||||
this.tweenUnitAs.forEach((v, kN) => {
|
||||
let ratioN = v.timeSN / totalTimeSN;
|
||||
currN += ratioN;
|
||||
timeRatioNs.push(currN);
|
||||
});
|
||||
}
|
||||
/** 曲线函数 */
|
||||
let curveFS = this.tweenUnitAs.map((v) => {
|
||||
if (v.customCurveB) {
|
||||
let curve = new BezierCurve(v.controlPointV3S);
|
||||
return curve.point.bind(curve) as (kN: number) => number;
|
||||
} else {
|
||||
return cc.easing[easingEnum[v.easing]].bind(cc.easing) as (kN: number) => number;
|
||||
}
|
||||
});
|
||||
/** 上次缓动下标 */
|
||||
let lastTweenIndexN = 0;
|
||||
/** 缓动对象 */
|
||||
let tweenTarget = { valueN: 0 };
|
||||
/** 缓动 */
|
||||
let tween = cc
|
||||
.tween(tweenTarget)
|
||||
.to(
|
||||
totalTimeSN,
|
||||
{
|
||||
valueN: 1
|
||||
},
|
||||
{
|
||||
onUpdate: (target: typeof tweenTarget, ratioN: number) => {
|
||||
/** 当前缓动下标 */
|
||||
let tweenIndexN = timeRatioNs.findIndex((vN) => ratioN <= vN);
|
||||
if (tweenIndexN === -1) {
|
||||
return;
|
||||
}
|
||||
/** 上个时间占比 */
|
||||
let lastTimeRatioN = tweenIndexN ? timeRatioNs[tweenIndexN - 1] : 0;
|
||||
/** 当前时间范围 */
|
||||
let timeRangeN = timeRatioNs[tweenIndexN] - lastTimeRatioN;
|
||||
/** 曲线位置 */
|
||||
let posN = (ratioN - lastTimeRatioN) / timeRangeN;
|
||||
/** 曲线位置 */
|
||||
let yN = curveFS[tweenIndexN](posN) * timeRangeN + lastTimeRatioN;
|
||||
// 缓动切换事件触发
|
||||
if (lastTweenIndexN !== tweenIndexN) {
|
||||
this.tweenSwitchEvent?.emit([lastTweenIndexN]);
|
||||
}
|
||||
// 更新事件触发
|
||||
this.updateEvent?.emit([yN]);
|
||||
// 更新缓动下标
|
||||
lastTweenIndexN = tweenIndexN;
|
||||
}
|
||||
}
|
||||
)
|
||||
.call(() => {
|
||||
// 结束事件触发
|
||||
this.endEvent?.emit([]);
|
||||
})
|
||||
.start();
|
||||
return tween;
|
||||
}
|
||||
}
|
||||
9
assets/BezierCurveAnimation.ts.meta
Normal file
9
assets/BezierCurveAnimation.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.22",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "5f284aba-f716-4ed7-90d6-b6bca57731e5",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
193
assets/RollingLottery.ts
Normal file
193
assets/RollingLottery.ts
Normal file
@@ -0,0 +1,193 @@
|
||||
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 RollingLotteryDirection {
|
||||
/** 竖 */
|
||||
VERTICAL,
|
||||
/** 横 */
|
||||
HORIZONTAL
|
||||
}
|
||||
|
||||
/** 循环滚动抽奖 */
|
||||
@ccclass('RollingLottery')
|
||||
@requireComponent(BezierCurveAnimation)
|
||||
@requireComponent(cc.Layout)
|
||||
export class RollingLottery extends Component {
|
||||
/* --------------- 属性 --------------- */
|
||||
/** 滚动方向 */
|
||||
@property({ displayName: '滚动方向', type: cc.Enum(RollingLotteryDirection) })
|
||||
dire = RollingLotteryDirection.VERTICAL;
|
||||
|
||||
/** 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 })
|
||||
itemUpdateEvent = new cc.EventHandler();
|
||||
/* --------------- private --------------- */
|
||||
/** 曲线组件 */
|
||||
private _curveComp: BezierCurveAnimation;
|
||||
/** transform 组件 */
|
||||
private _uiTransform: cc.UITransform;
|
||||
/** 周长 */
|
||||
private _perimeterN: number;
|
||||
/** 当前距离 */
|
||||
private _currDistN = 0;
|
||||
/** 总距离 */
|
||||
private _totalDistN: number;
|
||||
/** 当前下标 */
|
||||
private _currIndexN: number;
|
||||
/** 子节点大小 */
|
||||
private _ItemSize: cc.Size;
|
||||
/** 运动状态 */
|
||||
private _scrollB = false;
|
||||
/* --------------- 临时变量 --------------- */
|
||||
private _tempM4 = cc.mat4();
|
||||
private _temp2M4 = cc.mat4();
|
||||
/* ------------------------------- 生命周期 ------------------------------- */
|
||||
onLoad() {
|
||||
this._initData();
|
||||
this._initView();
|
||||
this._initEvent();
|
||||
}
|
||||
/* ------------------------------- 功能 ------------------------------- */
|
||||
/** 获取格子移动后距离 */
|
||||
private _getItemMovePos(currIndexN_: number, targetIndexN_: number): void {
|
||||
/** 格子距离 */
|
||||
let boxDistN = this.dire === RollingLotteryDirection.HORIZONTAL ? this._ItemSize.width : this._ItemSize.height;
|
||||
/** 移动距离 */
|
||||
let moveDistN = (targetIndexN_ - currIndexN_) * boxDistN;
|
||||
/** 圈数 */
|
||||
let circleN = Math.floor(moveDistN / this._perimeterN);
|
||||
/** 额外移动距离 */
|
||||
let extraMoveDistN = moveDistN - circleN * this._perimeterN;
|
||||
}
|
||||
|
||||
/** 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) */
|
||||
private _getBoundingBoxToWorld(node_: cc.Node): cc.Rect {
|
||||
node_.getWorldMatrix(this._temp2M4);
|
||||
cc.Mat4.fromRTS(this._tempM4, this.node.getRotation(), this.node.getPosition(), this.node.getScale());
|
||||
let width = this._uiTransform.contentSize.width;
|
||||
let height = this._uiTransform.contentSize.height;
|
||||
let rect = new cc.Rect(
|
||||
-this._uiTransform.anchorPoint.x * width,
|
||||
-this._uiTransform.anchorPoint.y * height,
|
||||
width,
|
||||
height
|
||||
);
|
||||
cc.Mat4.multiply(this._temp2M4, this._temp2M4, this._tempM4);
|
||||
rect.transformMat4(this._temp2M4);
|
||||
return rect;
|
||||
}
|
||||
|
||||
/** 检测参数节点是否与当前节点碰撞 */
|
||||
private _checkCollision(node_: cc.Node): boolean {
|
||||
let rect = this._getBoundingBoxToWorld(this.node);
|
||||
let rect2 = this._getBoundingBoxToWorld(node_);
|
||||
// 增加保险范围
|
||||
rect.width += rect.width * 0.5;
|
||||
rect.height += rect.height * 0.5;
|
||||
rect.x -= rect.width * 0.25;
|
||||
rect.y -= rect.height * 0.25;
|
||||
return rect.intersects(rect2);
|
||||
}
|
||||
|
||||
/** 更新运动距离 */
|
||||
private _updateMoveDist(indexN_: number): void {
|
||||
/** 间隔格子 */
|
||||
let intervalN = indexN_ - this._currIndexN;
|
||||
/** 格子距离 */
|
||||
let boxDistN = this.dire === RollingLotteryDirection.HORIZONTAL ? this._ItemSize.width : this._ItemSize.height;
|
||||
/** 超出当前格子距离 */
|
||||
let overDistN = this._currDistN - boxDistN * this._currIndexN;
|
||||
// 设置总距离
|
||||
this._totalDistN = intervalN * boxDistN - overDistN;
|
||||
}
|
||||
|
||||
/** 更新数据 */
|
||||
private _updateData(): void {
|
||||
// 单圈长度
|
||||
this._perimeterN = 0;
|
||||
this.node.children.forEach((v1) => {
|
||||
this._perimeterN += v1.getComponent(cc.UITransform).height;
|
||||
});
|
||||
// 重置距离
|
||||
this._currDistN = 0;
|
||||
}
|
||||
|
||||
/** 初始化数据 */
|
||||
private _initData(): void {
|
||||
this._curveComp = this.node.getComponent(BezierCurveAnimation);
|
||||
this._uiTransform = this.node.getComponent(cc.UITransform);
|
||||
this._ItemSize = this.node.children[0].getComponent(cc.UITransform).contentSize.clone();
|
||||
|
||||
// 设置更新事件
|
||||
this._curveComp.updateEvent.component = cc.js.getClassName(this);
|
||||
this._curveComp.updateEvent.handler = 'updateEvent';
|
||||
|
||||
// 设置结束事件
|
||||
this._curveComp.endEvent.component = cc.js.getClassName(this);
|
||||
this._curveComp.endEvent.handler = 'updateEvent';
|
||||
|
||||
// 更新当前距离
|
||||
{
|
||||
let distV3 = this.node.worldPosition.clone().subtract(this.node.children[0].worldPosition);
|
||||
this._currDistN = this.dire === RollingLotteryDirection.HORIZONTAL ? distV3.x : distV3.y;
|
||||
}
|
||||
|
||||
this._updateData();
|
||||
}
|
||||
|
||||
/** 初始化视图 */
|
||||
private _initView(): void {
|
||||
this.scroll(0);
|
||||
}
|
||||
|
||||
/** 初始化事件 */
|
||||
private _initEvent(): void {
|
||||
this.node.on(cc.Node.EventType.SIBLING_ORDER_CHANGED, this._nodeSiblingOrderChanged, this);
|
||||
}
|
||||
|
||||
/**
|
||||
* 循环滚动
|
||||
* @param speedN_ 速度
|
||||
* @param timeSN_ 时间(秒),不填则一直滚动
|
||||
*/
|
||||
loop(speedN_: number, timeSN_?: number): void {}
|
||||
|
||||
/** 滚动到指定下标 */
|
||||
scroll(indexN_: number, timeSN_?: number): void {
|
||||
this._scrollB = true;
|
||||
this._updateMoveDist(indexN_);
|
||||
|
||||
/** 移动距离 */
|
||||
let moveDistN = this._totalDistN - this._currDistN;
|
||||
|
||||
// 直接跳转
|
||||
if (!timeSN_) {
|
||||
/** 圈数 */
|
||||
let circleN = Math.floor(moveDistN / this._perimeterN);
|
||||
/** 额外移动距离 */
|
||||
let extraMoveDistN = moveDistN - circleN * this._perimeterN;
|
||||
}
|
||||
}
|
||||
/* ------------------------------- 自定义事件 ------------------------------- */
|
||||
tweenSwitchEvent(indexN_: number): void {
|
||||
// cc.log('缓动切换', indexN_);
|
||||
}
|
||||
updateEvent(yN_: number): void {
|
||||
// cc.log('缓动更新', yN_);
|
||||
}
|
||||
endEvent(): void {
|
||||
// cc.log('缓动结束');
|
||||
}
|
||||
|
||||
/** 子节点更新 */
|
||||
childUpdate(node_: cc.Node, indexN_: number): void {
|
||||
node_.getComponentInChildren(cc.Label).string = indexN_ + '';
|
||||
}
|
||||
/* ------------------------------- 节点事件 ------------------------------- */
|
||||
private _nodeSiblingOrderChanged(): void {
|
||||
this._updateData();
|
||||
}
|
||||
}
|
||||
9
assets/RollingLottery.ts.meta
Normal file
9
assets/RollingLottery.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.22",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "b1f6263d-6e67-4833-9b0d-bd379c66031d",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
2421
assets/main.scene
Normal file
2421
assets/main.scene
Normal file
File diff suppressed because it is too large
Load Diff
11
assets/main.scene.meta
Normal file
11
assets/main.scene.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
{
|
||||
"ver": "1.1.32",
|
||||
"importer": "scene",
|
||||
"imported": true,
|
||||
"uuid": "4c7c011d-1dee-494d-b761-aa723a3a84c7",
|
||||
"files": [
|
||||
".json"
|
||||
],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
Reference in New Issue
Block a user