Пример #1
0
        void UpdatePosition()
        {
            if (!this.mNeedUpdate)
            {
                return;
            }

            if (this.mPressTouch == null && !this.Approximately(this.mLastDelta, Vector3.zero))
            {
                this.mLastDelta   *= this.inertia;
                this.mLastDelta    = this.AdjustDeltaInRange(this.mLastDelta);
                this.mDestination += this.mLastDelta;
            }

            Vector3 force = XMath.Elastic(this.mDestination, this.itemRoot.localPosition, this.dragForce, 0, 0);

            if (Mathf.Approximately(force.sqrMagnitude, 0))
            {
                this.mNeedUpdate = false;
            }

            this.AddForce(force);
        }
Пример #2
0
        void LayoutItems(bool kinematic)
        {
            if (!this.mNeedLayout)
            {
                return;
            }

            bool completed = true;

            Vector3 pos = Vector3.zero;

            this.mHead.transform.localPosition = pos;
            for (int i = 0; i < this.mItems.Count; i++)
            {
                var cur    = this.mItems[i];
                var curpos = cur.localPosition;
                pos += this.mDirection * cur.radius;
                if (kinematic)
                {
                    cur.transform.localPosition = pos;
                }
                else if (!this.Approximately(curpos, pos))
                {
                    completed = false;
                    Vector3 force = XMath.Elastic(pos, curpos, this.resilence, 0, 0);
                    this.AddForce(cur, force);
                }
                pos += this.mDirection * cur.radius;
            }
            this.mTail.transform.localPosition = pos;

            if (completed)
            {
                this.mNeedLayout = false;
            }
        }
Пример #3
0
        void AdjustPositionInRange()
        {
            if (this.mItems.Count == 0)
            {
                return;
            }

            Vector3 head = this.transform.InverseTransformPoint(this.mHead.position);
            Vector3 tail = this.transform.InverseTransformPoint(this.mTail.position);

            Vector3 min = this.transform.InverseTransformPoint(this.min.position);
            Vector3 max = this.transform.InverseTransformPoint(this.max.position);

            if (this.mHead == this.mTail)
            {
                this.mNeedUpdate = false;
                Vector3 force = XMath.Elastic(min, head, this.resilence, 0, 0);
                this.AddForce(force);
                return;
            }

            Vector3 min_head = head - min;
            Vector3 max_tail = tail - max;

            bool head_force = min_head.sqrMagnitude > 0.01f && Vector3.Angle(min_head, this.mDirection) <= 90;
            bool tail_force = max_tail.sqrMagnitude > 0.01f && Vector3.Angle(max_tail, this.mDirection) > 90;

            if (!head_force && !tail_force)
            {
                return;
            }

            this.mNeedUpdate = false;

            if (head_force != tail_force)
            {
                Vector3 min_max   = max - min;
                Vector3 head_tail = tail - head;
                if (head_tail.sqrMagnitude > min_max.sqrMagnitude)
                {
                    if (head_force)
                    {
                        Vector3 force = XMath.Elastic(min, head, this.resilence, 0, 0);
                        this.AddForce(force);
                    }
                    else if (tail_force)
                    {
                        Vector3 force = XMath.Elastic(max, tail, this.resilence, 0, 0);
                        this.AddForce(force);
                    }
                }
                else
                {
                    if (head_force)
                    {
                        Vector3 force = XMath.Elastic(min, head, this.resilence, 0, 0);
                        this.AddForce(force);
                    }
                }
            }
            else
            {
                Vector3 force = XMath.Elastic(min, head, this.resilence, 0, 0);
                this.AddForce(force);
            }
        }