/// <summary> /// 创建代理 /// </summary> private void CreateItem(DataTypeEnum dataType) { // 获取持续时间 _entranceDisplayTime = _manager.cutEffectConfig.UpDownDisplayDurTime; _startingTimeWithOutDelay = _entranceDisplayTime; // 初始化 config _displayBehaviorConfig = new DisplayBehaviorConfig(); _sceneUtil = new SceneUtils(_manager, _sceneConfig.isKinect); //int _column = _manager.managerConfig.Column; int _column = 0; if (_sceneConfig.isKinect == 0) { _column = _manager.managerConfig.Column; } else { _column = _manager.managerConfig.KinectColumn; } int _itemWidth = _sceneUtil.GetFixedItemWidth(); float gap = _sceneUtil.GetGap(); //从下往上,从左往右 for (int j = 0; j < _column; j++) { int row = 0; // 获取该列的 gen_y ItemPositionInfoBean itemPositionInfoBean; if (_displayBehaviorConfig.columnAgentsDic.ContainsKey(j)) { itemPositionInfoBean = _displayBehaviorConfig.columnAgentsDic[j]; } else { itemPositionInfoBean = new ItemPositionInfoBean(); _displayBehaviorConfig.columnAgentsDic.Add(j, itemPositionInfoBean); } int gen_y_position = itemPositionInfoBean.yposition; while (gen_y_position < _manager.mainPanel.rect.height) { // 获取数据 //FlockData data = _daoService.GetFlockData(dataType); FlockData data = _daoService .GetFlockDataByScene(dataType, _manager.SceneIndex); Sprite coverSprite = data.GetCoverSprite(); float itemHeigth = AppUtils.GetSpriteHeightByWidth(coverSprite, _itemWidth); int ori_x = Mathf.RoundToInt(_sceneUtil.GetXPositionByFixedWidth(_itemWidth, j)); int ori_y = Mathf.RoundToInt(gen_y_position + itemHeigth / 2); // 获取出生位置 float gen_x, gen_y; // 计算移动的目标位置 if (j % 2 == 0) { //偶数列向下偏移itemHeight gen_y = ori_y - (itemHeigth + gap); } else { //奇数列向上偏移itemHeight gen_y = ori_y + itemHeigth + gap; } gen_x = ori_x; //横坐标不变 // 创建agent //FlockAgent go = ItemsFactory.Generate(gen_x, gen_y, ori_x, ori_y, row, j, // _itemWidth, itemHeigth, data, AgentContainerType.MainPanel); //go.NextVector2 = new Vector2(gen_x, gen_y); FlockAgent go = FlockAgentFactoryInstance.Generate(_manager, new Vector2(gen_x, gen_y), AgentContainerType.MainPanel , ori_x, ori_y, row, j, _itemWidth, itemHeigth, data, _sceneConfig.daoTypeEnum); go.flockStatus = FlockStatusEnum.RUNIN; gen_y_position = Mathf.RoundToInt(gen_y_position + itemHeigth + gap); _displayBehaviorConfig.columnAgentsDic[j].yposition = gen_y_position; _displayBehaviorConfig.columnAgentsDic[j].xPositionMin = Mathf.RoundToInt(0 - gap); _displayBehaviorConfig.columnAgentsDic[j].yPositionMin = Mathf.RoundToInt(0 - gap); _displayBehaviorConfig.columnAgentsDic[j].row = row; row++; } } _displayBehaviorConfig.dataType = _dataTypeEnum; _displayBehaviorConfig.Manager = _manager; _displayBehaviorConfig.sceneUtils = _sceneUtil; _displayBehaviorConfig.sceneConfig = _sceneConfig; _onCreateAgentCompleted.Invoke(_displayBehaviorConfig); }
private void CreateItem(DataTypeEnum dataType) { // 获取持续时间 _entranceDisplayTime = _manager.cutEffectConfig.LeftRightDisplayDurTime; _startingTimeWithOutDelay = _entranceDisplayTime; // 初始化 config _displayBehaviorConfig = new DisplayBehaviorConfig(); _sceneUtil = new SceneUtils(_manager, _sceneConfig.isKinect); List <FlockAgent> agents = new List <FlockAgent>(); _displayBehaviorConfig.dataType = dataType; _displayBehaviorConfig.sceneUtils = _sceneUtil; int _column = 0; if (_sceneConfig.isKinect == 0) { _column = _manager.managerConfig.Column; } else { _column = _manager.managerConfig.KinectColumn; } int _itemWidth = _sceneUtil.GetFixedItemWidth(); float gap = _sceneUtil.GetGap(); int middleX = _column / 2; //从下往上,从左往右 for (int j = 0; j < _column; j++) { int row = 0; // 获取该列的 gen_y ItemPositionInfoBean itemPositionInfoBean; if (_displayBehaviorConfig.columnAgentsDic.ContainsKey(j)) { itemPositionInfoBean = _displayBehaviorConfig.columnAgentsDic[j]; } else { itemPositionInfoBean = new ItemPositionInfoBean(); _displayBehaviorConfig.columnAgentsDic.Add(j, itemPositionInfoBean); } int gen_y_position = itemPositionInfoBean.yposition; int ori_x = Mathf.RoundToInt(_sceneUtil.GetXPositionByFixedWidth(_itemWidth, j)); while (gen_y_position < _manager.mainPanel.rect.height) { // 获取数据 //FlockData data = _daoService.GetFlockData(dataType); FlockData data = _daoService.GetFlockDataByScene(dataType, _manager.SceneIndex); Sprite coverSprite = data.GetCoverSprite(); float itemHeigth = AppUtils.GetSpriteHeightByWidth(coverSprite, _itemWidth); int ori_y = Mathf.RoundToInt(gen_y_position + itemHeigth / 2); float minDelay = 0; //float maxDelay = middleX * 0.05f; float maxDelay = _manager.cutEffectConfig.MidDisperseDelayMax; int offset = Mathf.Abs(middleX - j); float k = (float)offset / (float)middleX; Func <float, float> easeFunction = EasingFunction.Get(_manager.cutEffectConfig.MidDisperseMoveEaseEnum); k = easeFunction(k); //float delay = Mathf.Lerp(minDelay, maxDelay, k); float delay = 0; float gen_x, gen_y; gen_x = middleX * (_itemWidth + gap) + (_itemWidth / 2); gen_y = ori_y + itemHeigth / 3 + itemHeigth * _manager.cutEffectConfig.MidDisperseHeightFactor; // 创建agent //FlockAgent go = ItemsFactory.Generate(gen_x, gen_y, ori_x, ori_y, row, j, // _itemWidth, itemHeigth, data, AgentContainerType.MainPanel); FlockAgent go = FlockAgentFactoryInstance.Generate(_manager, new Vector2(gen_x, gen_y), AgentContainerType.MainPanel , ori_x, ori_y, row, j, _itemWidth, itemHeigth, data, _sceneConfig.daoTypeEnum); go.flockStatus = FlockStatusEnum.RUNIN; // 初始化透明度 go.UpdateImageAlpha(0.1f); go.Delay = delay; agents.Add(go); //go.UpdateImageAlpha(1f - Mathf.Abs(j - middleX)*0.05f); if (delay > _startDelayTime) { _startDelayTime = delay; } gen_y_position = Mathf.RoundToInt(gen_y_position + itemHeigth + gap); _displayBehaviorConfig.columnAgentsDic[j].yposition = gen_y_position; _displayBehaviorConfig.columnAgentsDic[j].row = row; row++; } } // 调整显示的前后 agents.Sort((x, y) => { return(Mathf.Abs(x.Y - middleX).CompareTo(Mathf.Abs(y.Y - middleX))); }); for (int i = 0; i < agents.Count; i++) { agents[i].GetComponent <RectTransform>().SetAsFirstSibling(); } // 调整启动动画的时间 _entranceDisplayTime = _startingTimeWithOutDelay + _startDelayTime + 0.05f; _displayBehaviorConfig.dataType = _dataTypeEnum; _displayBehaviorConfig.Manager = _manager; _displayBehaviorConfig.sceneUtils = _sceneUtil; _displayBehaviorConfig.sceneConfig = _sceneConfig; _onCreateAgentCompleted.Invoke(_displayBehaviorConfig); }