Exemplo n.º 1
0
        private void CreateItem(DataTypeEnum dataType)
        {
            //  获取持续时间
            _entranceDisplayTime      = _manager.cutEffectConfig.CurveStaggerDisplayDurTime;
            _startingTimeWithOutDelay = _entranceDisplayTime;

            //  初始化 config
            _displayBehaviorConfig = new DisplayBehaviorConfig();
            _sceneUtil             = new SceneUtils(_manager, _sceneConfig.isKinect);


            // 固定高度
            int _row = _manager.managerConfig.Row;

            if (_sceneConfig.isKinect == 1)
            {
                _row = _manager.managerConfig.KinectRow;
            }

            int   _itemHeight = _sceneUtil.GetFixedItemHeight();
            float gap         = _sceneUtil.GetGap();

            int   _nearColumn = Mathf.RoundToInt(_manager.mainPanel.rect.width / (_itemHeight + gap));
            float w           = _manager.mainPanel.rect.width;


            // 从上至下,生成
            for (int row = 0; row < _row; row++)
            {
                int column = 0;

                ItemPositionInfoBean itemPositionInfoBean;
                if (_displayBehaviorConfig.rowAgentsDic.ContainsKey(row))
                {
                    itemPositionInfoBean = _displayBehaviorConfig.rowAgentsDic[row];
                }
                else
                {
                    itemPositionInfoBean = new ItemPositionInfoBean();
                    _displayBehaviorConfig.rowAgentsDic.Add(row, itemPositionInfoBean);
                }

                int gen_x_position = itemPositionInfoBean.xposition;

                while (gen_x_position < _manager.mainPanel.rect.width)
                {
                    // 获取数据
                    //FlockData data = _daoService.GetFlockData(dataType);
                    FlockData data        = _daoService.GetFlockDataByScene(dataType, _manager.SceneIndex);
                    Sprite    coverSprite = data.GetCoverSprite();
                    float     itemWidth   = AppUtils.GetSpriteWidthByHeight(coverSprite, _itemHeight);

                    int ori_y = Mathf.RoundToInt(_sceneUtil.GetYPositionByFixedHeight(_itemHeight, row));
                    int ori_x = Mathf.RoundToInt(gen_x_position + itemWidth / 2 + gap / 2);

                    int middleY = _row / 2;
                    int middleX = _nearColumn / 2;

                    float delayX = column * 0.06f;
                    float delayY;

                    // 定义源位置
                    float gen_x, gen_y;

                    if (row < middleY)
                    {
                        delayY = System.Math.Abs(middleY - row) * 0.3f;
                        gen_x  = w + (middleY - row) * 500;
                        gen_y  = w - ori_x + (_row - 1) * _itemHeight;
                    }
                    else
                    {
                        delayY = (System.Math.Abs(middleY - row) + 1) * 0.3f;
                        gen_x  = w + (row - middleY + 1) * 500;
                        gen_y  = -(w - ori_x) + 2 * _itemHeight;
                    }

                    //生成 agent
                    Vector2    genPosition = new Vector2(gen_x, gen_y);
                    FlockAgent go          = FlockAgentFactoryInstance.Generate(_manager, genPosition, AgentContainerType.MainPanel
                                                                                , ori_x, ori_y, row, column, itemWidth, _itemHeight, data, _sceneConfig.daoTypeEnum);
                    go.flockStatus = FlockStatusEnum.RUNIN;

                    // 装载延迟参数
                    go.DelayX = delayX;
                    go.DelayY = delayY;

                    // 生成透明度动画
                    go.GetComponentInChildren <Image>().DOFade(0, _entranceDisplayTime - delayX + delayY).From();

                    // 获取启动动画的延迟时间
                    if ((delayY - delayX) > _startDelayTime)
                    {
                        _startDelayTime = delayY - delayX;
                    }

                    gen_x_position = Mathf.RoundToInt(gen_x_position + itemWidth + gap / 2);
                    _displayBehaviorConfig.rowAgentsDic[row].xposition    = gen_x_position;
                    _displayBehaviorConfig.rowAgentsDic[row].xPositionMin = 0;
                    _displayBehaviorConfig.rowAgentsDic[row].column       = column;

                    column++;
                }
            }

            _entranceDisplayTime += _startDelayTime;

            _displayBehaviorConfig.dataType    = _dataTypeEnum;
            _displayBehaviorConfig.Manager     = _manager;
            _displayBehaviorConfig.sceneUtils  = _sceneUtil;
            _displayBehaviorConfig.sceneConfig = _sceneConfig;

            _onCreateAgentCompleted.Invoke(_displayBehaviorConfig);
        }