mk_bezier_animation/assets/RollingLottery.ts
yuanfengxin 1b1aacfc9a ...
2022-07-14 17:42:02 +08:00

381 lines
14 KiB
TypeScript

import { _decorator, Component, Node } from 'cc';
import * as cc from 'cc';
import { BezierCurveAnimation } from './BezierCurveAnimation';
import { EDITOR } from 'cc/env';
const { ccclass, property, requireComponent, executeInEditMode } = _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 _perimeterV3 = cc.v3();
/** 总距离 */
private _totalDistV3: cc.Vec3;
/** 当前下标 */
private _currIndexN = 0;
/** 子节点大小 */
private _ItemSize: cc.Size;
/** 滚动状态 */
private _scrollB = false;
/** 循环状态 */
private _loopScrollB = false;
/** 循环缓动 */
private _loopTween: cc.Tween<any>;
/** 自己矩形 */
private _selfRect = cc.rect();
/** 上次曲线 Y */
private _lastCurveYN = 0;
/** 当前目标 */
private _currTargetN: number;
/** 当前缓动下标 */
private _currTweenN = 0;
/* --------------- 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 {
let uiTransform = node_.getComponent(cc.UITransform);
cc.Mat4.fromRTS(this._tempM4, node_.getRotation(), node_.getPosition(), node_.getScale());
const width = uiTransform.contentSize.width;
const height = uiTransform.contentSize.height;
const rect = cc.rect(-uiTransform.anchorPoint.x * width, -uiTransform.anchorPoint.y * height, width, height);
node_.parent.getWorldMatrix(this._temp2M4);
cc.Mat4.multiply(this._temp2M4, this._temp2M4, this._tempM4);
rect.transformMat4(this._temp2M4);
return rect;
}
/**
* 滚动子节点
* @param distV3_ 距离
*/
private _scrollChild(distV3_: cc.Vec3): void {
/** 当前节点矩形 */
let currNodeRect: cc.Rect;
/** 更新节点坐标 */
let updatePosB = false;
/** 当前节点 UITransform */
let currTransform: cc.UITransform;
/** 头节点 */
let headNode = this.node.children[0];
/** 尾节点 */
let tailNode = this.node.children[this.node.children.length - 1];
/** 头节点矩形 */
let headNodeRect: cc.Rect;
/** 尾节点矩形 */
let tailNodeRect: cc.Rect;
// 左右滚动
if (this.dire === RollingLotteryDirection.HORIZONTAL) {
}
// 上下滚动
else {
// 从上往下滚动
if (distV3_.y < 0) {
this.node.children.forEach((v, kN) => {
currTransform = v.getComponent(cc.UITransform);
updatePosB = false;
currNodeRect = this._getBoundingBoxToWorld(v);
// 移动坐标
currNodeRect.y += distV3_.y;
// 相交则更新节点坐标
if (currNodeRect.intersects(this._selfRect)) {
updatePosB = true;
}
// 若不相交则超出范围
else {
// 若节点在上方则跳过更新
if (currNodeRect.yMin > this._selfRect.yMax) {
updatePosB = true;
} else {
// setTimeout 防止获取节点坐标错误、防止 setSiblingIndex 后遍历错误
setTimeout(() => {
// 切换位置到头节点上方
headNodeRect = this._getBoundingBoxToWorld(headNode);
v.worldPosition = cc.v3(
v.worldPosition.x,
headNodeRect.yMax + currNodeRect.height * currTransform.anchorY
);
// 更新 item
let indexN = Number(headNode.name) - 1;
v.name = indexN + '';
this.itemUpdateEvent.emit([v, indexN]);
// 更新 item 下标
headNode = v;
v.setSiblingIndex(0);
}, 0);
}
}
// 更新节点坐标
if (updatePosB) {
v.worldPosition = cc.v3(
v.worldPosition.x,
currNodeRect.y + currNodeRect.height * currTransform.anchorY
);
}
});
}
// 从下往上滚动
else {
this.node.children.forEach((v, kN) => {
currTransform = v.getComponent(cc.UITransform);
updatePosB = false;
currNodeRect = this._getBoundingBoxToWorld(v);
// 移动坐标
currNodeRect.y += distV3_.y;
// 相交则更新节点坐标
if (currNodeRect.intersects(this._selfRect)) {
updatePosB = true;
}
// 若不相交则超出范围
else {
// 若节点在下方则跳过更新
if (this._selfRect.yMin > currNodeRect.yMax) {
updatePosB = true;
} else {
// setTimeout 防止获取节点坐标错误、防止 setSiblingIndex 后遍历错误
setTimeout(() => {
// 切换位置到尾节点下方
tailNodeRect = this._getBoundingBoxToWorld(tailNode);
v.worldPosition = cc.v3(
v.worldPosition.x,
tailNodeRect.yMin - currNodeRect.height * (1 - currTransform.anchorY)
);
// 更新 item
let indexN = Number(tailNode.name) + 1;
v.name = indexN + '';
this.itemUpdateEvent.emit([v, indexN]);
// 更新 item 下标
tailNode = v;
v.setSiblingIndex(this.node.children.length - 1);
}, 0);
}
}
// 更新节点坐标
if (updatePosB) {
v.worldPosition = cc.v3(
v.worldPosition.x,
currNodeRect.y + currNodeRect.height * currTransform.anchorY
);
}
});
}
}
}
/** 更新运动距离 */
private _updateMoveDist(indexN_: number): void {
/** 当前节点 */
let currNode = this.node.getChildByName(this._currIndexN + '');
/** 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;
/** 当前格子距父节点(0, 0)的偏移坐标 */
let offsetDistV3 = this.node.worldPosition.clone().subtract(currNode.worldPosition);
// 设置总距离
if (this.dire === RollingLotteryDirection.HORIZONTAL) {
this._totalDistV3 = cc.v3(intervalN * boxDistN + offsetDistV3.x);
} else {
this._totalDistV3 = cc.v3(0, intervalN * boxDistN + offsetDistV3.y);
}
}
/** 更新数据 */
private _updateData(): void {
// 单圈长度
this._perimeterV3.set(cc.Vec3.ZERO);
let size: cc.Size;
this.node.children.forEach((v1) => {
size = v1.getComponent(cc.UITransform).contentSize;
this._perimeterV3.add3f(size.x, size.y, 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();
// 自己矩形
this._selfRect = this._getBoundingBoxToWorld(this.node);
// 设置更新事件
this._curveComp.updateEvent.component = cc.js.getClassName(this);
this._curveComp.updateEvent.handler = 'updateEvent';
this._curveComp.updateEvent.target = this.node;
// 设置结束事件
this._curveComp.endEvent.component = cc.js.getClassName(this);
this._curveComp.endEvent.handler = 'endEvent';
this._curveComp.endEvent.target = this.node;
this._updateData();
}
/** 初始化视图 */
private _initView(): void {
// 重置子节点
this.node.children.forEach((v, kN) => {
v.name = 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.SIBLING_ORDER_CHANGED, this._nodeSiblingOrderChanged, this);
}
/**
* 循环滚动
* @param speedN_ 速度/秒
* @param timeSN_ 时间(秒),不填则一直滚动
*/
loop(speedN_: number, timeSN_?: number): void {
if (this._scrollB) {
return;
}
this._scrollB = true;
this._loopScrollB = true;
let distV3 = cc.v3();
this._loopTween = cc
.tween({ valueN: 0, lastValueN: 0 })
.repeatForever(
cc.tween().by(
1,
{
valueN: 1
},
{
onUpdate: (target?: any, ratioN?: number) => {
if (this.dire === RollingLotteryDirection.HORIZONTAL) {
distV3.x = (target.valueN - target.lastValueN) * speedN_;
} else {
distV3.y = (target.valueN - target.lastValueN) * speedN_;
}
this._scrollChild(distV3);
target.lastValueN = target.valueN;
}
}
)
)
.start();
if (timeSN_ !== undefined) {
this.scheduleOnce(() => {
this._loopTween.stop();
this._loopTween = null;
this._loopScrollB = false;
}, timeSN_);
}
}
/** 跳转到指定下标 */
jump(indexN_: number): void {
if (this._scrollB) {
return;
}
this._scrollB = true;
// 更新移动距离
this._updateMoveDist(indexN_);
// 开始滚动
this._scrollChild(this._totalDistV3);
// 更新状态
this._currIndexN = indexN_;
this._scrollB = false;
}
/** 滚动到指定下标 */
scroll(indexN_: number): void {
if (this._scrollB && !this._loopScrollB) {
return;
}
this._scrollB = true;
// 停止循环滚动
if (this._loopScrollB) {
this._loopTween.stop();
this._loopTween = null;
this._loopScrollB = false;
}
this._currTargetN = indexN_;
this._lastCurveYN = 0;
// 更新移动距离
this._updateMoveDist(indexN_);
// 开始滚动
this._currTweenN = 0;
this._curveComp.startTween(this._currTweenN);
}
/* ------------------------------- 自定义事件 ------------------------------- */
updateEvent(yN_: number, indexN_: number, y2N_: number): void {
if (this.dire === RollingLotteryDirection.HORIZONTAL) {
} else {
this._scrollChild(cc.v3(0, (yN_ - this._lastCurveYN) * this._totalDistV3.y));
}
this._lastCurveYN = yN_;
if (yN_ === undefined) {
debugger;
}
// cc.log('缓动更新', yN_, indexN_, y2N_, yN_ - this._lastCurveYN);
}
endEvent(): void {
this._scrollB = false;
// 继续缓动
this._currTweenN++;
if (this._currTweenN < this._curveComp.tweenUnitAs.length) {
this._curveComp.startTween(this._currTweenN);
}
}
/* ------------------------------- 节点事件 ------------------------------- */
private _nodeSiblingOrderChanged(): void {
this._updateData();
}
}