121 lines
No EOL
3.9 KiB
Lua
121 lines
No EOL
3.9 KiB
Lua
local XUiFightRollingNumGrid = XClass(nil, "XUiFightRollingNumGrid")
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local math = math
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local tostring = tostring
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local Vector3 = CS.UnityEngine.Vector3
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local Instantiate = CS.UnityEngine.Object.Instantiate
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local SignTextTable = { [-1] = "-", [0] = "", [1] = "" }
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function XUiFightRollingNumGrid:Ctor(text, height, index, count)
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self.MoveTime = 0.3
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self.NumQueue = XQueue.New()
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self.IsRolling = false
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self.TotalShowCount = count
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self.BasedNum = math.pow(10, index) --用于获取对应位数的数字
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self.LimitCount = 10 -- 避免要显示的滚动过程过长 必须是10的倍数
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self.NextText = text
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self.LastText = Instantiate(self.NextText, self.NextText.transform.parent)
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local centerPos = self.NextText.transform.anchoredPosition3D
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self.CenterPos = centerPos
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self.TopPos = centerPos + Vector3(0, height, 0)
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self.LastText.transform.anchoredPosition3D = centerPos - Vector3(0, height, 0)
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self.LastText.transform:SetParent(self.NextText.transform)
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self.LastText.text = ""
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if self.BasedNum > count and self.BasedNum <= count * 10 then
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self.Sign = 1
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self.NextText.text = tostring(SignTextTable[self.Sign])
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else
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self.Sign = 0
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if self.BasedNum > count and self.BasedNum > 1 then
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self.NextText.text = tostring(SignTextTable[self.Sign])
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else
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self.NextText.text = tostring(self:GetNumber())
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end
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end
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end
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function XUiFightRollingNumGrid:OnDestroy()
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-- 清除数字滚动动画
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if self.Timer then
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XScheduleManager.UnSchedule(self.Timer)
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end
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end
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function XUiFightRollingNumGrid:GetNumber()
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return math.floor(self.TotalShowCount / self.BasedNum) % 10
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end
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function XUiFightRollingNumGrid:SetTotalShowCount(count, sign)
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local c = math.abs(math.floor(count / self.BasedNum) - math.floor(self.TotalShowCount / self.BasedNum))
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if c > self.LimitCount then
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c = self.LimitCount + (c % 10) -- 限制显示数
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end
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local n = self:GetNumber()
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local d
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if count > self.TotalShowCount then
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d = 1
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else
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d = -1
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end
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local tempData = { }
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for _ = 1, c do
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n = (n + d + 10) % 10
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tempData = { Count = c, Text = tostring(n) } -- Count用于控制每个动画的时间
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self.NumQueue:Enqueue(tempData)
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end
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if self.BasedNum > count and self.BasedNum <= count * 10 then
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if self.Sign ~= sign then
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self.Sign = sign
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tempData.Text = SignTextTable[self.Sign]
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if c == 0 then
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tempData.Count = 1
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self.NumQueue:Enqueue(tempData)
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end
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end
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else
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if self.Sign == 0 then
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if c > 0 then
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if self.BasedNum > count and self.BasedNum > 1 then
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tempData.Text = SignTextTable[self.Sign]
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end
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end
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else
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self.Sign = 0
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if c == 0 then
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tempData.Count = 1
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tempData.Text = SignTextTable[self.Sign]
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self.NumQueue:Enqueue(tempData)
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end
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end
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end
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self.TotalShowCount = count
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if not (self.IsRolling or self.NumQueue:IsEmpty()) then
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self:DoTextMove()
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end
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end
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function XUiFightRollingNumGrid:DoTextMove()
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self.IsRolling = true
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self.LastText.text = self.NextText.text
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self.NextText.transform.anchoredPosition3D = self.TopPos
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local data = self.NumQueue:Dequeue()
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self.NextText.text = data.Text
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self.Timer = XUiHelper.DoUiMove(self.NextText.transform, self.CenterPos,
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self.MoveTime / data.Count, XUiHelper.EaseType.Linear, function()
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self.Timer = nil
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self.IsRolling = false
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-- 检查是否有后续的动画
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if not self.NumQueue:IsEmpty() then
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self:DoTextMove()
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end
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end)
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end
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return XUiFightRollingNumGrid |