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This commit is contained in:
2025-05-06 16:19:54 +08:00
parent 87d0f1f6af
commit 967113f30b
27 changed files with 690 additions and 518 deletions
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@@ -1,3 +1,4 @@
using System;
using System.Linq;
using UnityEngine;
using UnityEngine.Events;
@@ -75,12 +76,14 @@ namespace AibisDream.Framework
public override void OnPointerEnter(PointerEventData data)
{
Debug.Log("enter");
EventSystemEx.Instance.OnPointerEnter(_interaction);
base.OnPointerEnter(data);
}
public override void OnPointerExit(PointerEventData data)
{
Debug.Log("exit");
EventSystemEx.Instance.OnPointerExit(_interaction);
base.OnPointerExit(data);
}
@@ -1,5 +1,5 @@
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using UnityEngine;
namespace AibisDream.Kit
{
public class SpriteLooper : MonoBehaviour
{
private SpriteRenderer _fadeOutRenderer;
private SpriteRenderer _fadeInRenderer;
public Sprite[] sprites;
[Range(0, 1)]public float fadeRadio;
public float CurProgress { get; private set; }
private void Awake()
{
InitRefs();
}
private void InitRefs()
{
_fadeOutRenderer = transform.Find("Sprite1").GetComponent<SpriteRenderer>();
_fadeInRenderer = transform.Find("Sprite2").GetComponent<SpriteRenderer>();
}
public void Init()
{
CurProgress = 0;
// 激活初始状态
_fadeOutRenderer.sprite = sprites[0];
_fadeOutRenderer.color = Color.white;
_fadeInRenderer.sprite = sprites[1];
_fadeInRenderer.color = Color.clear;
}
public void SetLoopProgress(float progress)
{
CurProgress = progress;
// 将进度条转为图片序号和淡出进度
var calculator = new LoopDataCalculator(progress, sprites.Length, fadeRadio);
_fadeOutRenderer.sprite = sprites[calculator.CurIdx];
_fadeInRenderer.color = calculator.FadeOutColor;
_fadeOutRenderer.sprite = sprites[calculator.NextIdx];
_fadeInRenderer.color = calculator.FadeInColor;
}
}
public readonly struct LoopDataCalculator
{
private readonly float _progress;
private readonly float _localProgress;
private readonly float _fadeRadio;
public int CurIdx { get; }
public int NextIdx { get; }
public LoopDataCalculator(float progress, int spriteCount, float fadeRadio)
{
_progress = progress;
_localProgress = 1 / (float)spriteCount;
_fadeRadio = fadeRadio;
CurIdx = Mathf.FloorToInt(progress / _localProgress);
NextIdx = CurIdx + 1 >= spriteCount - 1 ? 0 : CurIdx + 1;
}
private float LeftProgress =>
Mathf.Clamp01((_progress - (CurIdx + 1 - _fadeRadio) * _localProgress) / (_localProgress * _fadeRadio));
public Color FadeOutColor => new(1f, 1f, 1f, 1 - LeftProgress);
public Color FadeInColor => new(1f, 1f, 1f, LeftProgress);
}
}
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@@ -0,0 +1,15 @@
using UnityEngine;
namespace AibisDream
{
public class DeepInClock : MonoBehaviour
{
#region
private Transform _minHand;
private Transform _secondHand;
private Transform _hourHand;
#endregion
}
}
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@@ -0,0 +1,101 @@
using AibisDream.Framework;
using AibisDream.Utility;
using UnityEngine;
using UnityEngine.EventSystems;
namespace AibisDream
{
public class MinHand : MonoBehaviour, IInteraction
{
#region
private EventTriggerEx _trigger;
#endregion
#region
public float rotationSpeedLimit = 10f; // 旋转速度限制(度/秒)
public float rotationThreshold = 30f; // 触发事件的角度阈值(度)
#endregion
private void Awake()
{
_trigger = GetComponent<EventTriggerEx>();
_trigger.Register(EventTriggerType.PointerEnter, OnPointerEnter);
_trigger.Register(EventTriggerType.BeginDrag, OnBeginDrag);
_trigger.Register(EventTriggerType.EndDrag, OnEndDrag);
_trigger.Register(EventTriggerType.Drag, OnDrag);
EventSystemEx.Instance.isLocked = false;
}
private void OnPointerEnter(BaseEventData arg0)
{
Debug.Log("PointerEnter");
}
private void OnEndDrag(BaseEventData arg0)
{
Debug.Log("EndDrag");
}
private void OnBeginDrag(BaseEventData arg0)
{
Debug.Log("BeginDrag");
}
private void OnDrag(BaseEventData data)
{
Debug.Log("Drag");
// 这里是一些阻碍拖动的情况
if (!IsActive) return;
if (data is not PointerEventData pointerData) return;
// 计算鼠标位置与分针中心点的向量
Vector2 worldPoint = CommonUtil.GetMouseWorldPos(pointerData.position);
Vector2 direction = worldPoint - new Vector2(transform.position.x, transform.position.y);
// 计算当前角度
float currentAngle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
// 计算角度差
float deltaAngle = Mathf.DeltaAngle(transform.rotation.z, currentAngle);
// 限制旋转方向(仅允许逆时针旋转)
if (deltaAngle > 0)
{
deltaAngle = 0;
}
// 限制旋转速度
if (Mathf.Abs(deltaAngle) > rotationSpeedLimit * Time.deltaTime)
{
deltaAngle = -rotationSpeedLimit * Time.deltaTime;
}
// 更新分针的旋转
transform.Rotate(0, 0, deltaAngle);
// 触发事件
// if (_totalRotation >= rotationThreshold)
// {
// // 触发事件逻辑
// Debug.Log("Rotation threshold reached!");
// _totalRotation = 0f; // 重置总旋转角度
// }
}
#region
public bool IsActive => true;
public bool IsAvailable => true;
public GameObject GetGameObject()
{
return gameObject;
}
#endregion
}
}
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timeCreated: 1746508524
+35
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@@ -0,0 +1,35 @@
using AibisDream.Framework;
using UnityEngine;
using UnityEngine.EventSystems;
namespace AibisDream
{
public class TriggerTest : MonoBehaviour, IInteraction
{
private EventTrigger _trigger;
private void Awake()
{
// _trigger = GetComponent<EventTriggerEx>();
// _trigger(EventTriggerType.PointerEnter, OnPointerEnter);
// _trigger.Register(EventTriggerType.BeginDrag, OnBeginDrag);
// _trigger.Register(EventTriggerType.EndDrag, OnEndDrag);
// _trigger.Register(EventTriggerType.Drag, OnDrag);
// EventSystemEx.Instance.isLocked = false;
}
public void OnPointerEnter(BaseEventData arg0)
{
Debug.LogWarning(arg0.ToString());
}
public bool IsActive => true;
public bool IsAvailable => true;
public GameObject GetGameObject()
{
return gameObject;
}
}
}
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timeCreated: 1746517883
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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 36223b4e4ec343f9916d0846916b2ac7
timeCreated: 1746426962
@@ -1,18 +0,0 @@
using UnityEngine;
using UnityEngine.Playables;
namespace AibisDream
{
public class SpriteLoopAsset : PlayableAsset
{
public override Playable CreatePlayable(PlayableGraph graph, GameObject owner)
{
var playable = ScriptPlayable<SpriteLoopBehaviour>.Create(graph);
var behaviour = playable.GetBehaviour();
// behaviour.targetRenderer =
return playable;
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 2c1426f388fb47d38898bba5b0a05289
timeCreated: 1746426976
@@ -1,10 +0,0 @@
using UnityEngine;
using UnityEngine.Playables;
namespace AibisDream
{
public class SpriteLoopBehaviour : PlayableBehaviour
{
public Renderer targetRenderer;
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 647ac6c4f2be4b248d33ac5abe9d4871
timeCreated: 1746427045