PGRData/Script/matrix/xcommon/XUiGravity.lua

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