【御剑行】提交
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@ -13,6 +13,8 @@ end
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function RiceSinglePlayerView:InitComponent()
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function RiceSinglePlayerView:InitComponent()
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self.gameObject:GetComponent("RectTransform").sizeDelta = Vector2.New(10000,100)
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self.gameObject:GetComponent("RectTransform").sizeDelta = Vector2.New(10000,100)
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self.player = Util.GetGameObject(self.gameObject,"Player")
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self.player = Util.GetGameObject(self.gameObject,"Player")
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self.upPre = Util.GetGameObject(self.gameObject,"upPre")
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self.downPre = Util.GetGameObject(self.gameObject,"downPre")
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self.playerTrans = self.player:GetComponent("RectTransform")
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self.playerTrans = self.player:GetComponent("RectTransform")
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self.playerTrans.localPosition = Vector2.New(0,100)
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self.playerTrans.localPosition = Vector2.New(0,100)
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self.curPosX = self.playerTrans.localPosition.x
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self.curPosX = self.playerTrans.localPosition.x
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@ -33,15 +35,21 @@ end
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--设置游戏状态
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--设置游戏状态
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function RiceSinglePlayerView:SetSinglePlayerState(_state)
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function RiceSinglePlayerView:SetSinglePlayerState(_state)
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local keyFrame = RidingSwardSence[self.data[1]].KeyFrame
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if _state then
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self.keyFrameList = {}
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local keyFrame = RidingSwardSence[self.data[1]].KeyFrame
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for i = 1, #keyFrame do
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self.keyFrameList = {}
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self.keyFrameList[i] = {}
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for i = 1, #keyFrame do
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self.keyFrameList[i].pos = keyFrame[i][1]*initSpeed*30
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self.keyFrameList[i] = {}
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self.keyFrameList[i].value = keyFrame[i][2]
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self.keyFrameList[i].pos = keyFrame[i][1]*initSpeed*30
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end
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self.keyFrameList[i].value = keyFrame[i][2]
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for i,v in ipairs(self.keyFrameList) do
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if keyFrame[i][2] == 1 then
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LogRed(string.format( "在:%s位置处效果:%s",v.pos,v.value))
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self.keyFrameList[i].obj = newObjToParent(self.upPre,self.gameObject)
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elseif keyFrame[i][2] == 2 then
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self.keyFrameList[i].obj = newObjToParent(self.downPre,self.gameObject)
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end
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self.keyFrameList[i].obj:GetComponent("RectTransform").localPosition = Vector2.New(self.keyFrameList[i].pos,100)
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PlayUIAnim(Util.GetGameObject(self.keyFrameList[i].obj,"Image"))
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end
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end
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end
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self.isRunning = _state
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self.isRunning = _state
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end
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end
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@ -49,6 +57,10 @@ end
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--重置游戏
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--重置游戏
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function RiceSinglePlayerView:ResetSinglePlayer()
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function RiceSinglePlayerView:ResetSinglePlayer()
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self.isRunning = false
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self.isRunning = false
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for i,v in ipairs(self.keyFrameList) do
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destroy(self.keyFrameList[i].obj)
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table.remove( self.keyFrameList,i)
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end
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self.speed = initSpeed
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self.speed = initSpeed
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self.playerTrans.localPosition = Vector2.New(0,100)
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self.playerTrans.localPosition = Vector2.New(0,100)
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self.curPosX = self.playerTrans.localPosition.x
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self.curPosX = self.playerTrans.localPosition.x
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@ -69,11 +81,11 @@ function RiceSinglePlayerView:OnUpdate()
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if self.curPosX >= v.pos then
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if self.curPosX >= v.pos then
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if v.value == 1 then--加速
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if v.value == 1 then--加速
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self.speed = self.speed*1.2
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self.speed = self.speed*1.2
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table.remove( self.keyFrameList,i)
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elseif v.value == 2 then--减速
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elseif v.value == 2 then--减速
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self.speed = self.speed*0.9
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self.speed = self.speed*0.9
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table.remove( self.keyFrameList,i)
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end
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end
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destroy(self.keyFrameList[i].obj)
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table.remove( self.keyFrameList,i)
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end
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end
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end
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end
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end
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end
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@ -96,11 +108,11 @@ function RiceSinglePlayerView:OnShow()
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end
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end
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function RiceSinglePlayerView:OnClose()
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function RiceSinglePlayerView:OnClose()
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FixedUpdateBeat:Remove(self.OnUpdate, self)
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end
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end
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--界面销毁时调用(用于子类重写)
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--界面销毁时调用(用于子类重写)
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function RiceSinglePlayerView:OnDestroy()
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function RiceSinglePlayerView:OnDestroy()
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FixedUpdateBeat:Remove(self.OnUpdate, self)
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end
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end
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return RiceSinglePlayerView
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return RiceSinglePlayerView
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