NG_/Assets/Scripts/UI/综合信息/FixedAssets.cs
2024-12-13 19:40:05 +08:00

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FixedAssets : MonoBehaviour
{
public List<GameObject> userList;
// 是否开始旋转
public bool isRotate = true;
//移动的value值
private float value;
//每个子物体的位置坐标(长度为子物体总量)
Vector2[] vc = new Vector2[6];
//是否开始移动
bool Move;
// 用户列表下标
int index = 6;
void Start()
{
StartCoroutine(ExecuteEveryTwoSeconds());
}
public IEnumerator ExecuteEveryTwoSeconds()
{
while (isRotate) // 无限循环
{
// 执行事件
if (value == 0)
{
for (int i = 0; i < transform.childCount; i++)
{
vc[i] = transform.GetChild(i).localPosition;
}
Move = true;
StartCoroutine(MoveR());
}
// 等待2秒
yield return new WaitForSeconds(6f);
}
}
IEnumerator MoveR()
{
while (Move)
{
yield return new WaitForEndOfFrame();
for (int i = 0; i < transform.childCount; i++)
{
if (value > 1)
{
transform.GetChild(0).SetAsLastSibling();
value = 0;
Move = false;
break;
}
value += Time.deltaTime * 0.5f;
//new Vector2(vc[i].x + 1440, 0)在当前初始位置上向右移动1440
transform.GetChild(i).localPosition = Vector2.Lerp(vc[i], new Vector2(102.44f, vc[i].y + 46.3f), value);
}
}
}
}