PGRData/Script/matrix/xui/xuifightrollingnum/XUiFightRollingNumGrid.lua

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local XUiFightRollingNumGrid = XClass(nil, "XUiFightRollingNumGrid")
local math = math
local tostring = tostring
local Vector3 = CS.UnityEngine.Vector3
local Instantiate = CS.UnityEngine.Object.Instantiate
local SignTextTable = { [-1] = "-", [0] = "", [1] = "" }
function XUiFightRollingNumGrid:Ctor(text, height, index, count)
self.MoveTime = 0.3
self.NumQueue = XQueue.New()
self.IsRolling = false
self.TotalShowCount = count
self.BasedNum = math.pow(10, index) --用于获取对应位数的数字
self.LimitCount = 10 -- 避免要显示的滚动过程过长 必须是10的倍数
self.NextText = text
self.LastText = Instantiate(self.NextText, self.NextText.transform.parent)
local centerPos = self.NextText.transform.anchoredPosition3D
self.CenterPos = centerPos
self.TopPos = centerPos + Vector3(0, height, 0)
self.LastText.transform.anchoredPosition3D = centerPos - Vector3(0, height, 0)
self.LastText.transform:SetParent(self.NextText.transform)
self.LastText.text = ""
if self.BasedNum > count and self.BasedNum <= count * 10 then
self.Sign = 1
self.NextText.text = tostring(SignTextTable[self.Sign])
else
self.Sign = 0
if self.BasedNum > count and self.BasedNum > 1 then
self.NextText.text = tostring(SignTextTable[self.Sign])
else
self.NextText.text = tostring(self:GetNumber())
end
end
end
function XUiFightRollingNumGrid:OnDestroy()
-- 清除数字滚动动画
if self.Timer then
XScheduleManager.UnSchedule(self.Timer)
end
end
function XUiFightRollingNumGrid:GetNumber()
return math.floor(self.TotalShowCount / self.BasedNum) % 10
end
function XUiFightRollingNumGrid:SetTotalShowCount(count, sign)
local c = math.abs(math.floor(count / self.BasedNum) - math.floor(self.TotalShowCount / self.BasedNum))
if c > self.LimitCount then
c = self.LimitCount + (c % 10) -- 限制显示数
end
local n = self:GetNumber()
local d
if count > self.TotalShowCount then
d = 1
else
d = -1
end
local tempData = { }
for _ = 1, c do
n = (n + d + 10) % 10
tempData = { Count = c, Text = tostring(n) } -- Count用于控制每个动画的时间
self.NumQueue:Enqueue(tempData)
end
if self.BasedNum > count and self.BasedNum <= count * 10 then
if self.Sign ~= sign then
self.Sign = sign
tempData.Text = SignTextTable[self.Sign]
if c == 0 then
tempData.Count = 1
self.NumQueue:Enqueue(tempData)
end
end
else
if self.Sign == 0 then
if c > 0 then
if self.BasedNum > count and self.BasedNum > 1 then
tempData.Text = SignTextTable[self.Sign]
end
end
else
self.Sign = 0
if c == 0 then
tempData.Count = 1
tempData.Text = SignTextTable[self.Sign]
self.NumQueue:Enqueue(tempData)
end
end
end
self.TotalShowCount = count
if not (self.IsRolling or self.NumQueue:IsEmpty()) then
self:DoTextMove()
end
end
function XUiFightRollingNumGrid:DoTextMove()
self.IsRolling = true
self.LastText.text = self.NextText.text
self.NextText.transform.anchoredPosition3D = self.TopPos
local data = self.NumQueue:Dequeue()
self.NextText.text = data.Text
self.Timer = XUiHelper.DoUiMove(self.NextText.transform, self.CenterPos,
self.MoveTime / data.Count, XUiHelper.EaseType.Linear, function()
self.Timer = nil
self.IsRolling = false
-- 检查是否有后续的动画
if not self.NumQueue:IsEmpty() then
self:DoTextMove()
end
end)
end
return XUiFightRollingNumGrid