Creator 转盘组件实现

export default class UILotteryPanel extends UI 
{
    
    @property(cc.Node) btn_start : cc.Node = null;

    @property(cc.Node) btn_close : cc.Node = null;

    @property(cc.Node) lotteryNode : cc.Node = null;
    
    
     private isRun = false; //是否运行

    private isStop = false; //准备停止

    private isSub = false; //是否开始减速

    private startAngle = 0; //初始转盘差值

    private curSpeed = 0;

    private addSpeed = 800; //second/px
    
    private addSpeedTime = 1; //加速时间

    private subSpeedTime = 1; //减速时间

    private runMinTime = 2; //转盘最小运行时间

    
    
    //开启转盘
    public StartLottery()
    {
        this.isRun = true;
    }
    
    //停止转盘
    public StopLottery(message)
    {
        let list = GameConfig.Instance.GetLotteryList(); //配置表
        if(message.rewardId < 1 || message.rewardId > list.length)
        {
            console.error("抽奖下标越界");
            return;
        }
        let info = list[message.rewardId-1]; //取配置
        if(info == null)
        {
            console.error("抽奖配表生效");
        }
        this.reawrdInfo = info;
        this.endIdx = message.rewardId;
        console.log( "结束 :"+ this.endIdx);
        this.isStop = true;
    }
    
    //重置转盘状态
    public ResetLottery()
    {
        this.curSpeed = 0;
        this.isRun = false;
        this.isStop = false;
        this.isSub = false;
        this.timer = 0;
        this.endOffset = 0;
        //动画状态重置
        this.tempRotation = 0;
    }
    
    
    private timer = 0;  //计时器
    private endIdx = 1; //结束点
    private endOffset = 0; //结束点偏移
    private middleOffset = 0; //与中心点偏移值 补间角度 (在规定时间内,使指针指向中心点)
    update(dt)
    {
        if(this.isRun)
        {
            if(this.isStop && this.timer >= this.runMinTime)  //收到抽奖通知 且 时间达到最小转盘时间 开始找合适位置停下
            {
                if(this.endOffset == 0)
                {
                    this.GetStopOffset();
                }
                let endAngle = ((this.endIdx * -45) + this.startAngle)%360;//找到目标位置停下
                if(endAngle == 0)
                {
                    endAngle = -360;
                }
                //使用匀减速运动算出位移 ,然后到达减速点开始减速 S = vt - (a * math.pow(t,2))/2
                let endPoint = (this.lotteryNode.angle - this.endOffset) % 360;
                //因为是角度是递增的,所以判断界限这边给刚进入的点设置为30 而不是45,设置为45,则可能出现指针刚好停在界限不远处
                //若区间设置的太小,当速度值过快时,则可能出现无法找到区间,多跑很多圈的情况
                //console.log(endPoint);
                // -100                             -55
                if(endPoint > endAngle && endPoint < endAngle + 45 && !this.isSub)
                {
                    this.isSub = true;
                    console.error("当前速度:" + this.curSpeed);
                    //正数表示
                    this.middleOffset = endPoint - (endAngle + 19); //-22.5 -0 -45  最终位置减去中点位置 结果若为正数那么未旋转到位, 负数说明旋转过头
                    console.error("middleOffset : " + this.middleOffset);
                    this.curSpeed += this.middleOffset; //速度加上偏移值
                    //console.log("开始减速 : " + this.lotteryNode.rotation);
                }
                if(this.isSub) //开始减速
                {
                    this.curSpeed -= (this.addSpeed) * dt;
                    if(this.curSpeed<=0)
                    {
                        //转盘完全停止 弹窗
                        //this.lotteryNode.angle -= this.middleOffset;
                        UIEventListener.Get(this.btn_start).SetAvailable(true);
                        //弹窗
                        this.ResetLottery();
                        let pop = LayoutMrg.Instance.GetLogicModule(LayoutName.S_LottertPopPanel);
                        if(pop)
                        {   
                            pop.LoadUI(UIPath.S_LottertPopPanel,AssetType.eUIModule,()=>
                            {
                                pop.UpdatePanel(this.reawrdInfo);

                                if(this.reawrdInfo.type < 4)  //金币 钻石 分红刷新
                                {
                                    console.error("刷新大厅界面展示");
                                    //Player.Instance.playerInfo.diamond += this.reawrdInfo.rewardNum;
                                    let main = LayoutMrg.Instance.GetLogicModule(LayoutName.S_MainPanel);
                                    if(main && main.IsShow())
                                    {
                                        main.UpdateTopBar();
                                    }
                                }
                                this.UpdateDouble();
                            })
                        }
                        return;
                    }
                }
            }
            else
            {
                if(this.timer <= this.addSpeedTime) //加速阶段
                {
                    this.curSpeed += this.addSpeed * dt;
                }
            }

            this.lotteryNode.angle -= this.curSpeed * dt;
            this.lotteryNode.angle %= 360;
            if(this.lotteryNode.angle == 0)
            {
                this.lotteryNode.angle = -360;
            }

            this.timer += dt;
        }
    }
}

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