Move.cs 14 KB

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  1. using System;
  2. using DG.Tweening;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using UnityEngine;
  6. using Random = UnityEngine.Random;
  7. public interface IUpdate
  8. {
  9. public void Update() { }
  10. }
  11. public abstract class Move
  12. {
  13. protected List<SpineAnimationLoader> _gos;
  14. protected List<SpineAnimationLoader> _setList = new List<SpineAnimationLoader>();//已经设置好坐标的靶子
  15. protected static int RamdomNum = 50;
  16. /// <summary>
  17. /// 是否和已生成的重叠
  18. /// </summary>
  19. /// <param name="target"></param>
  20. /// <returns></returns>
  21. protected bool CheckOverLap(SpineAnimationLoader target, Vector2 newPos)
  22. {
  23. foreach (var item in _setList)
  24. {
  25. var distanceMin = item.Radius() + target.Radius();
  26. if (distanceMin >= Vector2.Distance(item.transform.localPosition, newPos))
  27. {
  28. //有重叠的
  29. return true;
  30. }
  31. }
  32. return false;
  33. }
  34. protected Func<SpineAnimationLoader, Vector2, bool, bool> IsUIBlock = (SpineAnimationLoader target, Vector2 pos, bool log) =>
  35. {
  36. var radius = target.Radius();
  37. var canvasSize = GeneratingTarget.gm.GetCanvasSize();
  38. float halfW = canvasSize.x / 2;
  39. float halfH = canvasSize.y / 2;
  40. var paddingLeft = Math.Abs(pos.x - radius - (-halfW));
  41. var paddingTop = Math.Abs(halfH - (pos.y + radius));
  42. var paddingRight = Math.Abs(halfW - (pos.x + radius));
  43. var paddingDown = Math.Abs(pos.y - radius - (-halfH));
  44. if (log)
  45. Debug.Log($"pos={pos} paddingLeft={paddingLeft} paddingTop={paddingTop} paddingRight={paddingRight} paddingDown={paddingDown}");
  46. //上方 左方
  47. if (paddingTop <= 164 && paddingLeft <= 372)
  48. return true;
  49. ////上方170 右方133
  50. //if (paddingTop <= 170 && paddingRight <= 133)
  51. // return true;
  52. ////下148 左方 370
  53. //if (paddingDown <= 148f && paddingLeft <= 370)
  54. // return true;
  55. //下 右方
  56. if (paddingDown <= 108 && paddingRight <= 134)
  57. return true;
  58. //右方 133
  59. if (paddingRight <= 133)
  60. return true;
  61. return false;
  62. };
  63. public void SetGo(List<SpineAnimationLoader> gos)
  64. {
  65. _setList.Clear();
  66. _gos = gos;
  67. InitPos(gos);
  68. }
  69. public abstract void InitPos(List<SpineAnimationLoader> gos);
  70. public int ScreenWidth()
  71. {
  72. var ScreenWidth = Screen.width;
  73. return ScreenWidth;
  74. }
  75. public int ScreenHeight()
  76. {
  77. var ScreenHeight = Screen.height;
  78. return ScreenHeight;
  79. }
  80. }
  81. /// <summary>
  82. /// 随机位置静止
  83. /// </summary>
  84. public class Stay : Move
  85. {
  86. public override void InitPos(List<SpineAnimationLoader> gos)
  87. {
  88. float ScaleX(float value)
  89. {
  90. var width = ScreenWidth();
  91. var scale = 1280f / (float)width;
  92. value *= scale;
  93. return value;
  94. }
  95. //随机不重叠的位置
  96. for (int i = 0; i < gos.Count; i++)
  97. {
  98. var randomPos = gos[i].GetRandomPos();
  99. int count = RamdomNum;
  100. while (IsUIBlock(gos[i], randomPos, false) || (CheckOverLap(gos[i], randomPos) && count > 0))
  101. {
  102. randomPos = gos[i].GetRandomPos();
  103. count--;
  104. }
  105. // Debug.Log($"i ={i} IsUIBlock={IsUIBlock(gos[i], randomPos, true)} CheckOverLap={CheckOverLap(gos[i], randomPos)} count={count}");
  106. gos[i].SetPos(randomPos);
  107. _setList.Add(gos[i]);
  108. }
  109. }
  110. }
  111. /// <summary>
  112. /// 左右水平移动
  113. /// </summary>
  114. public class LeftToRight : Move, IUpdate
  115. {
  116. public override void InitPos(List<SpineAnimationLoader> gos)
  117. {
  118. //随机屏幕左侧位置
  119. for (int i = 0; i < gos.Count; i++)
  120. {
  121. var randomPos = gos[i].GetRandomPos(PosType.Left);
  122. int count = RamdomNum;
  123. while (IsUIBlock(gos[i], randomPos, false) || CheckOverLap(gos[i], randomPos) && count > 0)
  124. {
  125. randomPos = gos[i].GetRandomPos(PosType.Left);
  126. count--;
  127. }
  128. var go = gos[i];
  129. go.SetPos(randomPos);
  130. //目标点是横向对称的位置
  131. go.transform.DOLocalMoveX(-go.transform.localPosition.x, go.GetDuration()).SetEase(Ease.InSine);
  132. _setList.Add(go);
  133. }
  134. }
  135. }
  136. /// <summary>
  137. /// 右左水平移动
  138. /// </summary>
  139. public class RightToLeft : Move
  140. {
  141. public override void InitPos(List<SpineAnimationLoader> gos)
  142. {
  143. //随机屏幕右侧位置
  144. for (int i = 0; i < gos.Count; i++)
  145. {
  146. var randomPos = gos[i].GetRandomPos(PosType.Right);
  147. int count = RamdomNum;
  148. while (IsUIBlock(gos[i], randomPos, false) || CheckOverLap(gos[i], randomPos) && count > 0)
  149. {
  150. randomPos = gos[i].GetRandomPos(PosType.RightDown);
  151. count--;
  152. }
  153. var go = gos[i];
  154. go.SetPos(randomPos);
  155. //目标点是横向对称的位置
  156. go.transform.DOLocalMoveX(-go.transform.localPosition.x, go.GetDuration()).SetEase(Ease.InSine);
  157. _setList.Add(go);
  158. }
  159. }
  160. }
  161. /// <summary>
  162. /// 相对水平移动
  163. /// </summary>
  164. public class RelativeHor : Move
  165. {
  166. public override void InitPos(List<SpineAnimationLoader> gos)
  167. {
  168. //随机屏幕左右侧位置 一左一右
  169. for (int i = 0; i < gos.Count; i++)
  170. {
  171. var tempPos = i % 2 == 0 ? PosType.LeftDown : PosType.RightDown;
  172. var randomPos = gos[i].GetRandomPos(tempPos);
  173. int count = RamdomNum;
  174. while (IsUIBlock(gos[i], randomPos, false) || CheckOverLap(gos[i], randomPos) && count > 0)
  175. {
  176. randomPos = gos[i].GetRandomPos(tempPos);
  177. count--;
  178. }
  179. var go = gos[i];
  180. go.SetPos(randomPos);
  181. //目标点是横向对称的位置
  182. go.transform.DOLocalMoveX(-go.transform.localPosition.x, go.GetDuration()).SetEase(Ease.InSine);
  183. _setList.Add(go);
  184. }
  185. }
  186. }
  187. /// <summary>
  188. /// 相对垂直移动
  189. /// </summary>
  190. public class RelativeVet : Move
  191. {
  192. public override void InitPos(List<SpineAnimationLoader> gos)
  193. {
  194. //随机屏幕上下侧位置 一上一下
  195. for (int i = 0; i < gos.Count; i++)
  196. {
  197. var tempPos = i % 2 == 0 ? PosType.Top : PosType.Down;
  198. var randomPos = gos[i].GetRandomPos(tempPos);
  199. int count = RamdomNum;
  200. while (IsUIBlock(gos[i], randomPos, false) || CheckOverLap(gos[i], randomPos) && count > 0)
  201. {
  202. randomPos = gos[i].GetRandomPos(tempPos);
  203. count--;
  204. }
  205. var go = gos[i];
  206. go.SetPos(randomPos);
  207. //目标点是纵向对称的位置
  208. go.transform.DOLocalMoveY(-go.transform.localPosition.y, go.GetDuration()).SetEase(Ease.InSine);
  209. _setList.Add(go);
  210. }
  211. }
  212. }
  213. /// <summary>
  214. /// 同步斜向移动
  215. /// </summary>
  216. public class Diagonal : Move
  217. {
  218. public override void InitPos(List<SpineAnimationLoader> gos)
  219. {
  220. //随机屏幕对角侧位置 一上一下
  221. var random = Random.Range(0, 1);
  222. for (int i = 0; i < gos.Count; i++)
  223. {
  224. var temp = i % 2 == 0;
  225. PosType posType;
  226. if (random == 0)
  227. posType = temp ? PosType.LeftTop : PosType.LeftDown;
  228. else
  229. posType = temp ? PosType.RightTop : PosType.RightDown;
  230. var randomPos = gos[i].GetRandomPos(posType);
  231. int count = RamdomNum;
  232. while (IsUIBlock(gos[i], randomPos, false) && count > 0)
  233. {
  234. randomPos = gos[i].GetRandomPos(posType);
  235. count--;
  236. }
  237. var go = gos[i];
  238. go.SetPos(randomPos);
  239. //目标点是对角位置
  240. go.transform.DOLocalMoveY(-go.transform.localPosition.y, go.GetDuration());
  241. go.transform.DOLocalMoveX(-go.transform.localPosition.x, go.GetDuration());
  242. _setList.Add(go);
  243. }
  244. }
  245. }
  246. /// <summary>
  247. /// 同步W型移动
  248. /// </summary>
  249. public class W : Move
  250. {
  251. public override void InitPos(List<SpineAnimationLoader> gos)
  252. {
  253. //从左侧开始 一上一下 往右W轨迹运动
  254. for (int i = 0; i < gos.Count; i++)
  255. {
  256. var tempPos = i % 2 == 0 ? PosType.LeftTop : PosType.LeftDown;
  257. var randomPos = gos[i].GetRandomPos(tempPos);
  258. int count = RamdomNum;
  259. while (IsUIBlock(gos[i], randomPos, false) && count > 0)
  260. {
  261. randomPos = gos[i].GetRandomPos(tempPos);
  262. count--;
  263. }
  264. var go = gos[i];
  265. go.SetPos(randomPos);
  266. _setList.Add(go);
  267. Vector3[] positions = new Vector3[5];
  268. positions[0] = new Vector3(go.transform.localPosition.x, go.transform.localPosition.y, 0);
  269. positions[4] = new Vector3(-positions[0].x, positions[0].y, 0);
  270. positions[2] = new Vector3(0, positions[0].y, 0);
  271. positions[1] = new Vector3(positions[0].x * 0.5f, -positions[0].y, 0);
  272. positions[3] = new Vector3(positions[0].x * -0.5f, -positions[0].y, 0);
  273. go.transform.DOLocalPath(positions, go.GetDuration(), PathType.CatmullRom).SetEase(Ease.Linear);
  274. }
  275. }
  276. }
  277. /// <summary>
  278. /// 相对W型移动
  279. /// </summary>
  280. public class W2 : Move
  281. {
  282. public override void InitPos(List<SpineAnimationLoader> gos)
  283. {
  284. List<PosType> temp = new List<PosType>();
  285. //四个角落随机创建 W运动
  286. for (int i = 0; i < gos.Count; i++)
  287. {
  288. if (temp.Count <= 0)
  289. {
  290. temp.Add(PosType.LeftTop);
  291. temp.Add(PosType.LeftDown);
  292. temp.Add(PosType.RightDown);
  293. temp.Add(PosType.RightTop);
  294. }
  295. var random = Random.Range(0, temp.Count - 1);
  296. var tempPos = temp[random];
  297. temp.RemoveAt(random);
  298. var randomPos = gos[i].GetRandomPos(tempPos);
  299. int count = RamdomNum;
  300. while (IsUIBlock(gos[i], randomPos, false) && count > 0)
  301. {
  302. randomPos = gos[i].GetRandomPos(tempPos);
  303. count--;
  304. }
  305. var go = gos[i];
  306. go.SetPos(randomPos);
  307. _setList.Add(go);
  308. Vector3[] positions = new Vector3[5];
  309. positions[0] = new Vector3(go.transform.localPosition.x, go.transform.localPosition.y, 0);
  310. positions[4] = new Vector3(-positions[0].x, positions[0].y, 0);
  311. positions[2] = new Vector3(0, positions[0].y, 0);
  312. positions[1] = new Vector3(positions[0].x * 0.5f, -positions[0].y, 0);
  313. positions[3] = new Vector3(positions[0].x * -0.5f, -positions[0].y, 0);
  314. go.transform.DOLocalPath(positions, go.GetDuration(), PathType.CatmullRom).SetEase(Ease.Linear);
  315. }
  316. }
  317. }
  318. /// <summary>
  319. /// 横排同步水平移动 垂直运动
  320. /// </summary>
  321. public class HOR : Move
  322. {
  323. public override void InitPos(List<SpineAnimationLoader> gos)
  324. {
  325. //随机屏幕上下侧位置
  326. var random = Random.Range(0, 1);
  327. var tempPos = random == 0 ? PosType.Top : PosType.Down;
  328. for (int i = 0; i < gos.Count; i++)
  329. {
  330. var randomPos = gos[i].GetRandomPos(tempPos);
  331. int count = RamdomNum;
  332. while (IsUIBlock(gos[i], randomPos, false) || CheckOverLap(gos[i], randomPos) && count > 0)
  333. {
  334. randomPos = gos[i].GetRandomPos(tempPos);
  335. count--;
  336. }
  337. var go = gos[i];
  338. go.SetPos(randomPos);
  339. //目标点是纵向
  340. go.transform.DOLocalMoveY(-go.transform.localPosition.y, go.GetDuration());
  341. _setList.Add(go);
  342. }
  343. }
  344. }
  345. /// <summary>
  346. /// 垂直同步水平移动
  347. /// </summary>
  348. public class VET : Move
  349. {
  350. public override void InitPos(List<SpineAnimationLoader> gos)
  351. {
  352. //随机屏幕左右侧位置
  353. var random = Random.Range(0, 1);
  354. var tempPos = random == 0 ? PosType.Left : PosType.Right;
  355. for (int i = 0; i < gos.Count; i++)
  356. {
  357. var randomPos = gos[i].GetRandomPos(tempPos);
  358. int count = RamdomNum;
  359. while (IsUIBlock(gos[i], randomPos, false) || CheckOverLap(gos[i], randomPos) && count > 0)
  360. {
  361. randomPos = gos[i].GetRandomPos(tempPos);
  362. count--;
  363. }
  364. var go = gos[i];
  365. go.SetPos(randomPos);
  366. //目标点是横向
  367. go.transform.DOLocalMoveX(-go.transform.localPosition.x, go.GetDuration());
  368. _setList.Add(go);
  369. }
  370. }
  371. }
  372. /// <summary>
  373. /// 旋转移动
  374. /// </summary>
  375. public class ROT : Move, IUpdate
  376. {
  377. private float speed;
  378. public override void InitPos(List<SpineAnimationLoader> gos)
  379. {
  380. for (int i = 0; i < gos.Count; i++)
  381. {
  382. var randomPos = gos[i].GetRandomPos(PosType.Rotate);
  383. int count = 2 * RamdomNum;
  384. while (IsUIBlock(gos[i], randomPos, false) || CheckOverLap(gos[i], randomPos) && count > 0)
  385. {
  386. randomPos = gos[i].GetRandomPos(PosType.Rotate);
  387. count--;
  388. }
  389. var go = gos[i];
  390. go.SetPos(randomPos);
  391. speed = 360f / go.GetDuration();
  392. _setList.Add(go);
  393. }
  394. }
  395. public void Update()
  396. {
  397. var center = new Vector3(ScreenWidth() * 0.5f, ScreenHeight() * 0.5f);
  398. foreach (var item in _setList)
  399. {
  400. if (!item.Equals(null))
  401. {
  402. var angle = speed * Time.deltaTime;
  403. item.rectTransform.Rotate(Vector3.forward, -angle);
  404. //center = Camera.main.ScreenToWorldPoint(new Vector3(center.x, center.y, 0));
  405. item.rectTransform.RotateAround(center, Vector3.forward, angle);
  406. }
  407. }
  408. }
  409. }