56 lines
1.9 KiB
Lua
56 lines
1.9 KiB
Lua
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XUiGravity = XClass(XLuaBehaviour, "XUiGravity")
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-- 范围(防止画面抖动)
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local range = 0.01
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function XUiGravity:Ctor(rootUi, ui, minX, maxX, minY, maxY)
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self.minX = minX
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self.maxX = maxX
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self.minY = minY
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self.maxY = maxY
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self.lastAttitude = CS.UnityEngine.Vector3.zero
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self.testV = 0
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self.testSpeed = 0.01
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end
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function XUiGravity:Start()
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CS.UnityEngine.Input.gyro.enabled = true
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end
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function XUiGravity:Update()
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self.testV = self.testV + self.testSpeed
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if self.testV > 1 then
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self.testSpeed = -0.01
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elseif self.testV < -1 then
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self.testSpeed = 0.01
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end
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local transform = self.Transform
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-- local attitude = CS.UnityEngine.Vector3(CS.UnityEngine.Input.gyro.attitude.x, CS.UnityEngine.Input.gyro.attitude.y, 0)
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local attitude = CS.UnityEngine.Vector3(self.testV, 0, 0)
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--使安全范围内 - 1之1
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attitude.x = XMath.Clamp(attitude.x, -1, 1);
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attitude.y = XMath.Clamp(attitude.y, -1, 1);
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local x = transform.localPosition.x
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local y = transform.localPosition.y
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local isDirty = false
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if math.abs(self.lastAttitude.x - attitude.x) >= range then
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isDirty = true
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local direction = attitude.x - self.lastAttitude.x
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local position = direction * (self.maxX - self.minX) / 2
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x = XMath.Clamp(transform.localPosition.x - position, self.minX, self.maxX);
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self.lastAttitude = attitude
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end
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if math.abs(self.lastAttitude.y - attitude.y) >= range then
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isDirty = true
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local direction = attitude.y - self.lastAttitude.y
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local position = direction * (self.maxY - self.minY) / 2
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y = XMath.Clamp(transform.localPosition.y - position, self.minY, self.maxY);
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self.lastAttitude = attitude
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end
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if isDirty then
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transform.localPosition = CS.UnityEngine.Vector3(x, y, transform.localPosition.z);
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end
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end
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return XUiGravity
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