コード例 #1
0
    public static int makeBits(params int[] values)
    {
        int num_args = values.Length;

        int value = 0;
        int b0    = 0;

        for (int i = num_args; i > 1; i = i - 2)
        {
            int b = values[i - 2];
            int v = values[i - 1];

            int v2 = bits(v, 0, b);
            if (v != v2)
            {
                if (KSDebug.enableLog)
                {
                    KSDebug.LogError("makebits value out of bit range : " + v);
                }
                return(0);
            }

            v     = v << b0;
            value = value + v;
            b0    = b0 + b;
        }

        return(value);
    }
コード例 #2
0
ファイル: UITurnTable.cs プロジェクト: saeipi/UISuper
    //设置选中
    public void SetSelected(int index, bool animation = false)
    {
        if (index < 0 || index >= maxCount)
        {
            if (KSDebug.enableLog)
            {
                KSDebug.LogError("SetSelected index = " + index + " out of rang!!!!");
            }
            return;
        }

        this.selectedIndex = -1;
        this.lastRoundTableRotationRadian = -1;
        float targetRadian = -index * eachRadian;

        targetRadian = FliterRotationRadian(targetRadian);
        if (animation)
        {
            if (status == TableStatus.Idle)
            {
                SetStatus(TableStatus.Fling);
            }
            flingToTargetRandian = targetRadian;
        }
        else
        {
            roundTableRotationRadian = targetRadian;
            UpdateLayout();
        }
    }
コード例 #3
0
ファイル: KSLoadImage.cs プロジェクト: saeipi/UISuper
    public static IEnumerator LoadImage(Image image, string path)
    {
        //string path = @"file://" + Application.dataPath + @"/Resources/Army/" + name + ".png";
        using (WWW www = new WWW(path))
        {
            yield return(www);

            if (www.isDone && www.error == null)
            {
                Texture2D texture = www.texture;
                Sprite    sprite  = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
                image.sprite = sprite;
                //image.sprite = Sprite.Create(www.texture, new Rect(0, 0, 512f, 512f), new Vector2(0.5f, 0.5f));
            }
            else
            {
                KSDebug.LogError(www.error);
            }
        }
    }
コード例 #4
0
ファイル: UITurnTable.cs プロジェクト: saeipi/UISuper
    public void OnEndDrag(PointerEventData eventData)
    {
        if (passTouchToFallback)
        {
            fallbackTouchObject.OnEndDrag(eventData);
            return;
        }
        if (status != TableStatus.Touch)
        {
            return;
        }
        SetStatus(TableStatus.Fling);

        flingVelocityCalculate.addPoint(eventData.position, Time.deltaTime);
        Vector2 velocity = flingVelocityCalculate.computeCurrentVelocity();

        if (KSDebug.enableLog)
        {
            KSDebug.Log("fling velocity = " + velocity.ToString());
        }
        flingVelocityCalculate.Reset();

        float targetRadian;

        if (isGearScrollMode)
        {
            //齿轮滚动模式
            targetRadian = FliterRotationRadian(roundTableRotationRadian + GearFlingVelocity2RotationRadian(velocity));
        }
        else
        {
            //惯性滚动模式
            //松手后要滚动的距离
            float xf = velocity.x == 0 ? 1 : velocity.x / Mathf.Abs(velocity.x);
            float yf = velocity.y == 0 ? 1 : velocity.y / Mathf.Abs(velocity.y);
            float xs = xf * Mathf.Pow(velocity.x, 2) / (2 * flingResistance);
            float ys = yf * Mathf.Pow(velocity.y, 2) / (2 * flingResistance);
            targetRadian = roundTableRotationRadian + TouchDelat2RotationRadian(xs, ys);
            targetRadian = FliterRotationRadian(targetRadian);
        }

        //停靠到最进的一个弧度上
        float maxNearRandian;
        float minNearRandian;

        if (targetRadian >= 0)
        {
            minNearRandian = ((int)(targetRadian / eachRadian)) * eachRadian;
            maxNearRandian = minNearRandian + eachRadian;
        }
        else
        {
            maxNearRandian = ((int)(targetRadian / eachRadian)) * eachRadian;
            minNearRandian = maxNearRandian - eachRadian;
        }



        float toRandian;

        if (maxNearRandian >= maxRotationRadian)
        {//达到顺时针的边界
            toRandian = minNearRandian;
        }
        else if (minNearRandian <= minRotationRadian)
        {//达到逆时针边界
            toRandian = maxNearRandian;
        }
        else
        {
            toRandian = Mathf.Abs(targetRadian - maxNearRandian) > Mathf.Abs(minNearRandian - targetRadian) ? minNearRandian : maxNearRandian;
        }

        if (Mathf.Abs(toRandian - roundTableRotationRadian) < 0.01)
        {
            roundTableRotationRadian = toRandian;
            SetStatus(TableStatus.Idle);
        }
        else
        {
            //记录fling目标,在后续update中进行动画滚动
            flingToTargetRandian = toRandian;
        }
    }