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testscroll.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public class testscroll : MonoBehaviour
{
[SerializeField]
private List<Text> _numbers;
[SerializeField]
private List<Text> _unactiveNumbers;
/// <summary>
/// 动画时长
/// </summary>
[SerializeField]
private float _duration = 1.5f;
/// <summary>
/// 数字每次滚动时长
/// </summary>
[SerializeField]
private float _rollingDuration = 0.05f;
/// <summary>
/// 数字每次变动数值
/// </summary>
private int _speed;
/// <summary>
/// 滚动延迟(每进一位增加一倍延迟,让滚动看起来更随机自然)
/// </summary>
[SerializeField]
private float _delay = 0.008f;
/// <summary>
/// Text文字宽高
/// </summary>
private Vector2 _numberSize;
/// <summary>
/// 当前数字
/// </summary>
private int _curNumber;
/// <summary>
/// 起始数字
/// </summary>
private int _fromNumber;
/// <summary>
/// 最终数字
/// </summary>
private int _toNumber;
/// <summary>
/// 各位数字的缓动实例
/// </summary>
private List<ScrollTask> _lstScrollTask= new List<ScrollTask>();
private List<ScrollTask> _lstScrollTaskCache =new List<ScrollTask>();
/// <summary>
/// 是否处于数字滚动中
/// </summary>
private bool _isJumping;
/// <summary>
/// 滚动完毕回调
/// </summary>
public Action OnComplete;
private void Awake()
{
if (_numbers.Count == 0 || _unactiveNumbers.Count == 0)
{
Debug.LogError("[JumpingNumberTextComponent] 还未设置Text组件!");
return;
}
_numberSize = _numbers[0].rectTransform.sizeDelta;
for (int i=0;i<_numbers.Count*2;i++)
_lstScrollTaskCache.Add(new ScrollTask());
}
public float duration
{
get { return _duration; }
set
{
_duration = value;
}
}
private float _different;
public float different
{
get { return _different; }
}
public void Change(int from, int to)
{
bool isRepeatCall = _isJumping && _fromNumber == from && _toNumber == to;
if (isRepeatCall) return;
bool isContinuousChange = (_toNumber == from) && ((to - from > 0 && _different > 0) || (to - from < 0 && _different < 0));
if (_isJumping && isContinuousChange)
{
}
else
{
_fromNumber = from;
_curNumber = _fromNumber;
}
_toNumber = to;
_different = _toNumber - _fromNumber;
_speed = (int)Math.Ceiling(_different / (_duration * (1 / _rollingDuration)));
_speed = _speed == 0 ? (_different > 0 ? 1 : -1) : _speed;
SetNumber(_curNumber, false);
_isJumping = true;
StopCoroutine("DoJumpNumber");
StartCoroutine("DoJumpNumber");
}
public int number
{
get { return _toNumber; }
set
{
if (_toNumber == value) return;
Change(_curNumber, _toNumber);
}
}
IEnumerator DoJumpNumber()
{
while (true)
{
if (_speed > 0)//增加
{
_curNumber = Math.Min(_curNumber + _speed, _toNumber);
}
else if (_speed < 0) //减少
{
_curNumber = Math.Max(_curNumber + _speed, _toNumber);
}
SetNumber(_curNumber, true);
if (_curNumber == _toNumber)
{
StopCoroutine("DoJumpNumber");
_isJumping = false;
if (OnComplete != null) OnComplete();
yield return null;
}
yield return new WaitForSeconds(_rollingDuration);
}
}
/// <summary>
/// 设置数字
/// </summary>
/// <param name="v"></param>
/// <param name="isTween"></param>
public void SetNumber(int v, bool isTween)
{
char[] c = v.ToString().ToCharArray();
Array.Reverse(c);
string s = new string(c);
if (!isTween)
{
for (int i = 0; i < _numbers.Count; i++)
{
int textIndex=_numbers.Count-i-1;
if (i < s.Count())
_numbers[textIndex].text = s[i] + "";
else
_numbers[textIndex].text = "";
}
}
else
{
_lstScrollTask.Clear();
for (int i = 0; i < _numbers.Count; i++)
{
int textIndex=_numbers.Count-i-1;
if (i < s.Count())
{
_unactiveNumbers[textIndex].text = s[i] + "";
}
else
{
_unactiveNumbers[textIndex].text = "";
}
//每次unactive转到active位置。
_unactiveNumbers[textIndex].rectTransform.anchoredPosition = new Vector2(_unactiveNumbers[textIndex].rectTransform.anchoredPosition.x, (_speed > 0 ? -1 : 1) * _numberSize.y);
_numbers[textIndex].rectTransform.anchoredPosition = new Vector2(_unactiveNumbers[textIndex].rectTransform.anchoredPosition.x, 0);
if (_unactiveNumbers[textIndex].text != _numbers[textIndex].text)
{
_lstScrollTaskCache[i*2].SetTask(_numbers[textIndex], (_speed > 0 ? 1 : -1) * _numberSize.y, _delay * i);
_lstScrollTaskCache[i*2+1].SetTask(_unactiveNumbers[textIndex], 0, _delay * i);
_lstScrollTask.Add(_lstScrollTaskCache[i*2]);
_lstScrollTask.Add(_lstScrollTaskCache[i*2+1]);
Text tmp = _numbers[textIndex];
_numbers[textIndex] = _unactiveNumbers[textIndex];
_unactiveNumbers[textIndex] = tmp;
}
}
}
}
private void Update(){
foreach(var task in _lstScrollTask){
task.textObj.rectTransform.anchoredPosition=new Vector2(
task.textObj.rectTransform.anchoredPosition.x,
Mathf.Lerp(task.startYPos,task.endYPos,(Time.time-task.starttime)/task.time)
);
}
}
public void SetValue(int num){
Change(_curNumber,num);
}
public void TestChange()
{
int num=UnityEngine.Random.Range(1, 999);
Debug.Log(num);
SetValue(num);
}
}
public class ScrollTask{
public Text textObj;
public float endYPos;
public float time;
public float starttime;
public float startYPos;
public ScrollTask(){
}
public void SetTask(Text obj,float value,float delay){
textObj=obj;
endYPos=value;
time=delay;
starttime=Time.time;
startYPos = textObj.rectTransform.anchoredPosition.y;
}
}