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316 lines
8.7 KiB
316 lines
8.7 KiB
5 years ago
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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public class UI_Control_ScrollFlow : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IPointerClickHandler
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{
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public RectTransform Rect;
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public List<UI_Control_ScrollFlow_Item> Items;
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/// <summary>
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/// 宽度
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/// </summary>
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public float Width = 500;
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/// <summary>
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/// 大小
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/// </summary>
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public float MaxScale = 1;
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/// <summary>
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/// StartValue开始坐标值,AddValue间隔坐标值,小于vmian 达到最左,大于vmax达到最右
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/// </summary>
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public float StartValue = 0.1f, AddValue = 0.2f, VMin = 0.1f, VMax = 0.9f;
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/// <summary>
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/// 坐标曲线
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/// </summary>
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public AnimationCurve PositionCurve;
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/// <summary>
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/// 大小曲线
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/// </summary>
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public AnimationCurve ScaleCurve;
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/// <summary>
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/// 透明曲线
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/// </summary>
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public AnimationCurve ApaCurve;
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/// <summary>
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/// 计算值
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/// </summary>
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private Vector2 start_point, add_vect;
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/// <summary>
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/// 动画状态
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/// </summary>
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public bool _anim = false;
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/// <summary>
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/// 动画速度
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/// </summary>
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public float _anim_speed = 1f;
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private float v = 0;
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private List<UI_Control_ScrollFlow_Item> GotoFirstItems = new List<UI_Control_ScrollFlow_Item>(), GotoLaserItems = new List<UI_Control_ScrollFlow_Item>();
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public event CallBack<UI_Control_ScrollFlow_Item> MoveEnd;
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public void Refresh()
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{
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Items.Clear();
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//Debug.Log(Rect.childCount);
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int i = 0;
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//for (int i = 0; i < Rect.childCount; i++)
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//{
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// Transform tran = Rect.GetChild(i);
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// UI_Control_ScrollFlow_Item item = tran.GetComponent<UI_Control_ScrollFlow_Item>();
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// if (item != null)
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// {
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// Debug.Log(item.name);
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// // item.transform.GetChild(0).GetComponent<Text>().text = i.ToString();
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// Items.Add(item);
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// item.Init(this);
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// item.Drag(StartValue + i * AddValue);
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// if (item.v - 0.5 < 0.05f)
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// {
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// Current = Items[i];
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// }
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// }
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//}
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foreach (Transform t in transform)
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{
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UI_Control_ScrollFlow_Item item = t.GetComponent<UI_Control_ScrollFlow_Item>();
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if (item != null)
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{
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//Debug.Log(item.name);
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// item.transform.GetChild(0).GetComponent<Text>().text = i.ToString();
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Items.Add(item);
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item.Init(this);
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item.Drag(StartValue + i * AddValue);
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if (item.v - 0.5 < 0.05f)
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{
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Current = Items[i];
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}
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i++;
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}
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}
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if (/*Rect.childCount < 5*/ i < 5)
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{
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VMax = StartValue + 4 * AddValue;
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}
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else
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{
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VMax = StartValue + (Rect.childCount - 1) * AddValue;
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}
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if (MoveEnd != null)
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{
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MoveEnd(Current);
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}
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}
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public void OnBeginDrag(PointerEventData eventData)
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{
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start_point = eventData.position;
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add_vect = Vector3.zero;
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_anim = false;
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}
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public void OnDrag(PointerEventData eventData)
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{
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add_vect = eventData.position - start_point;
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v = eventData.delta.x * 1.00f / Width;
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for (int i = 0; i < Items.Count; i++)
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{
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Items[i].Drag(v);
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}
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Check(v);
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}
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public void Check(float _v)
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{
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if (_v < 0)
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{//向左运动
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for (int i = 0; i < Items.Count; i++)
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{
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if (Items[i].v < (VMin - AddValue / 2))
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{
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GotoLaserItems.Add(Items[i]);
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}
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}
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if (GotoLaserItems.Count > 0)
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{
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for (int i = 0; i < GotoLaserItems.Count; i++)
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{
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GotoLaserItems[i].v = Items[Items.Count - 1].v + AddValue;
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Items.Remove(GotoLaserItems[i]);
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Items.Add(GotoLaserItems[i]);
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}
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GotoLaserItems.Clear();
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}
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}
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else if (_v > 0)
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{//向右运动,需要把右边的放到前面来
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for (int i = Items.Count - 1; i > 0; i--)
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{
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if (Items[i].v >= VMax)
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{
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GotoFirstItems.Add(Items[i]);
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}
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}
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if (GotoFirstItems.Count > 0)
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{
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for (int i = 0; i < GotoFirstItems.Count; i++)
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{
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GotoFirstItems[i].v = Items[0].v - AddValue;
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Items.Remove(GotoFirstItems[i]);
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Items.Insert(0, GotoFirstItems[i]);
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}
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GotoFirstItems.Clear();
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}
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}
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}
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public void OnEndDrag(PointerEventData eventData)
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{
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float k = 0, v1;
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for (int i = 0; i < Items.Count; i++)
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{
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if (Items[i].v >= VMin)
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{
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v1 = (Items[i].v - VMin) % AddValue;
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//Debug.Log(v1 + "--" + NextAddValue);
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if (add_vect.x >= 0)
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{
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k = AddValue - v1;
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}
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else
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{
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k = v1 * -1;
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}
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break;
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}
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}
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add_vect = Vector3.zero;
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AnimToEnd(k);
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}
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public void OnPointerClick(PointerEventData eventData)
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{
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// Debug.Log("OnPointerClick:" + eventData.pointerPressRaycast.gameObject);
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if (add_vect.sqrMagnitude <= 1)
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{
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// Debug.Log("============OnPointerClickOK============" + eventData.pointerPressRaycast.gameObject.name);
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UI_Control_ScrollFlow_Item script = eventData.pointerPressRaycast.gameObject.GetComponent<UI_Control_ScrollFlow_Item>();
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if (script != null)
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{
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float k = script.v;
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k = 0.5f - k;
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AnimToEnd(k);
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}
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}
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}
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public float GetApa(float v)
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{
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return ApaCurve.Evaluate(v);
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}
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public float GetPosition(float v)
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{
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return PositionCurve.Evaluate(v) * Width;
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}
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public float GetScale(float v)
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{
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return ScaleCurve.Evaluate(v) * MaxScale;
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}
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private List<UI_Control_ScrollFlow_Item> SortValues = new List<UI_Control_ScrollFlow_Item>();
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private int index = 0;
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public void LateUpdate()
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{
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for (int i = 0; i < Items.Count; i++)
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{
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if (Items[i].v >= 0.1f && Items[i].v <= 0.9f)
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{
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index = 0;
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for (int j = 0; j < SortValues.Count; j++)
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{
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if (Items[i].sv >= SortValues[j].sv)
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{
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index = j + 1;
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}
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}
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SortValues.Insert(index, Items[i]);
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}
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}
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for (int k = 0; k < SortValues.Count; k++)
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{
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SortValues[k].rect.SetSiblingIndex(k);
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}
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SortValues.Clear();
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}
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public void ToLaster(UI_Control_ScrollFlow_Item item)
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{
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item.v = Items[Items.Count - 1].v + AddValue;
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Items.Remove(item);
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Items.Add(item);
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}
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private float AddV = 0, Vk = 0, CurrentV = 0, Vtotal = 0, VT = 0;
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private float _v1 = 0, _v2 = 0;
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private float start_time = 0, running_time = 0;
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public UI_Control_ScrollFlow_Item Current;
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public void AnimToEnd(float k)
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{
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AddV = k;
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if (AddV > 0) { Vk = 1; }
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else if (AddV < 0) { Vk = -1; }
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else
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{
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return;
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}
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Vtotal = 0;
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_anim = true;
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}
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void Update()
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{
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if (_anim)
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{
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CurrentV = Time.deltaTime * _anim_speed * Vk;
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VT = Vtotal + CurrentV;
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if (Vk > 0 && VT >= AddV) { _anim = false; CurrentV = AddV - Vtotal; }
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if (Vk < 0 && VT <= AddV) { _anim = false; CurrentV = AddV - Vtotal; }
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//==============
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for (int i = 0; i < Items.Count; i++)
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{
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Items[i].Drag(CurrentV);
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if (Items[i].v - 0.5 < 0.05f)
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{
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Current = Items[i];
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}
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}
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Check(CurrentV);
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Vtotal = VT;
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if (!_anim)
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{
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if (MoveEnd != null) { MoveEnd(Current); }
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}
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}
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if (Current != null)
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{
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Current.GetComponent<ShowSelect>().MyToggle.isOn = true;
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}
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}
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}
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