SELECT [Unique name #] = DENSE_RANK() OVER(ORDER BY c.name)
, [Column] = c.name
, [Column type] = t.name
, [Column max length] = c.max_length
, [Column precision] = c.precision
, [Table schema] = OBJECT_SCHEMA_NAME(c.object_id)
, [Table name] = OBJECT_NAME(c.object_id)
FROM sys.columns as c
INNER JOIN sys.systypes as t ON t.type = c.system_type_id
WHERE OBJECTPROPERTY(c.object_id,'IsTable') = 1
and OBJECT_SCHEMA_NAME(c.object_id) != 'sys'
ORDER BY c.name;
我正在使用animateCircle标志来防止枚举始终将高度重置为Center:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[RequireComponent(typeof(UnityEngine.LineRenderer))]
public class DrawCircle : MonoBehaviour
{
public enum CircleHeight
{
Center, Bottom, Top
};
public CircleHeight circleheight;
[Range(0, 50)]
public int segments = 50;
[Range(1, 50)]
public float xradius = 1.5f;
[Range(1, 50)]
public float yradius = 1.5f;
[Range(-10, 10)]
public float height = 0;
public bool changeBothRadius = false;
[Range(0.1f, 2)]
public float lineThickness = 0.1f;
public bool minimumRadius = false;
public bool draw = false;
public bool animateCircle = false;
public float animationSpeed = 0.5f;
private LineRenderer line;
private Renderer renderer;
private float Bottom;
private float Top;
private float Center = 0;
private float t = 0f;
void Start()
{
circleheight = CircleHeight.Center;
line = gameObject.GetComponent<UnityEngine.LineRenderer>();
line.positionCount = segments + 1;
line.useWorldSpace = false;
renderer = gameObject.GetComponent<Renderer>();
Bottom = transform.InverseTransformPoint(renderer.bounds.min).y + 0.1f;
Top = transform.InverseTransformPoint(renderer.bounds.max).y + 0.1f;
}
void Update()
{
line.startWidth = lineThickness;
line.endWidth = lineThickness;
if (draw)
{
line.enabled = true;
CreatePoints();
}
else
{
line.enabled = false;
}
}
bool animStart = true;
void CreatePoints()
{
float x;
float z;
float angle = 20;
if (animateCircle == false)
{
switch (circleheight)
{
case CircleHeight.Center:
height = Center;
break;
case CircleHeight.Bottom:
height = Bottom;
break;
case CircleHeight.Top:
height = Top;
break;
}
}
else
{
AnimateCircle(Top, Bottom);
}
for (int i = 0; i < (segments + 1); i++)
{
x = Mathf.Sin(Mathf.Deg2Rad * angle) * xradius;
z = Mathf.Cos(Mathf.Deg2Rad * angle) * yradius;
line.SetPosition(i, new Vector3(x, height, z));
angle += (360f / segments + 1);
}
}
private void AnimateCircle(float From, float To)
{
if (animStart)
{
if (height == Center)
{
height = Mathf.Lerp(Center, From, t);
t += animationSpeed * Time.deltaTime;
if (height == From)
{
animStart = false;
}
}
}
}
}
然后我添加了一个断点,它不再传递,而是一直在执行其他部分:
if (animateCircle == false)
在执行AnimateCircle方法中的处理后,我看到高度值为0.6。
但是后来我也在行上添加了一个断点:
else
{
AnimateCircle(Top, Bottom);
}
第一个循环的高度为0.6,但是当循环结束时,当我= 50且循环重新开始时,我看到高度为0。但是我没有在其他任何地方重设高度。
这是AnimateCircle方法未使用的代码,只是为了展示我尝试过的方法和意图:
line.SetPosition(i, new Vector3(x, height, z));
例如,游戏在枚举默认状态为“开始”中的“中心”时开始。
如果我打电话给private void AnimateCircle(float From, float To)
{
// From = Top To = Bottom
// height = Center
if (animStart)
{
if (height != From)
{
height = Mathf.Lerp(height, From, t);
}
else
{
height = Mathf.Lerp(From, To, t);
}
t += animationSpeed * Time.deltaTime;
if (height == From || height == To)
animStart = false;
}
else
{
height = Mathf.Lerp(From, To, t);
t += animationSpeed * Time.deltaTime;
if (t > 1.0f)
{
if (To == Top)
{
float temp = To;
To = From;
From = temp;
t = 0.0f;
}
if(To == Bottom)
{
float temp = From;
From = To;
To = temp;
t = 0.0f;
}
}
if (To == Top)
{
height = Mathf.Lerp(Bottom, Top, t);
t += animationSpeed * Time.deltaTime;
if (t > 1.0f)
{
float temp = Top;
Top = Bottom;
Bottom = temp;
t = 0.0f;
}
}
if(To == Bottom)
{
height = Mathf.Lerp(Top, Bottom, t);
t += animationSpeed * Time.deltaTime;
if (t > 1.0f)
{
float temp = Bottom;
Bottom = Top;
Top = temp;
t = 0.0f;
}
}
}
}*/
或AnimateStart(Top, Bottom);
然后在AnimateCircle中,我想根据自己的调用方式将圆从中心移动到顶部或底部。因此,“发自”可以是顶部或底部。
将圆从中心移到顶部或底部之后,然后在顶部和底部(或底部顶部)之间开始不停的乒乓球。
如果游戏以枚举默认状态(底部或顶部)开始,则只需在顶部和底部之间启动乒乓球即可,而无需居中。
编辑:
这是我现在正在使用的AnimateCircle的代码:
AnimateStart(Bottom, Top);
CreatePoints不变:
private void AnimateCircle(float From, float To)
{
if (animStart)
{
// prevent t from exceeding tGoal
if (t > tGoal)
{
t = tGoal;
}
// end animation when t reaches goal
if (t == tGoal)
{
animStart = false;
}
// advance height according to t
height = Mathf.Lerp(Bottom, Top, Mathf.PingPong(t, 1f));
// advance height according to time & speed
t += animationSpeed * Time.deltaTime;
}
}
首先移动到顶部,我这样称呼AnimateCircle:
bool animStart = true;
void CreatePoints()
{
float x;
float z;
float angle = 20;
if (animateCircle == false)
{
switch (circleheight)
{
case CircleHeight.Center:
// t=0.5f, tGoal=1f to go to top first then stop at top
// t=0.5f, tGoal=2f to go to top first then stop at bottom
// t=1.5f, tGoal=2f to go to bottom first then stop at bottom
// t=1.5f, tGoal=3f to go to bottom first then stop at top
t = 0.5f;
tGoal = 2f;
height = Center;
break;
case CircleHeight.Bottom:
t = 0f;
tGoal = 1f;
height = Bottom;
break;
case CircleHeight.Top:
t = 1f;
tGoal = 2f;
height = Top;
break;
}
}
else
{
AnimateCircle(Bottom, Top);
}
for (int i = 0; i < (segments + 1); i++)
{
x = Mathf.Sin(Mathf.Deg2Rad * angle) * xradius;
z = Mathf.Cos(Mathf.Deg2Rad * angle) * yradius;
line.SetPosition(i, new Vector3(x, height, z));
angle += (360f / segments + 1);
}
}
在AnimateCircle中,顶部,底部也像这样:
AnimateCircle(Top, Bottom);
在开关案例height = Mathf.Lerp(Top, Bottom, Mathf.PingPong(t, 1f));
和t = 0.5f
但是首先移到顶部,然后快速从底部移到顶部。
但是如果我更改tGoal = 2f
和t = 1.5f
,它将首先移动到顶部,然后从顶部移动到底部,这很好。但是0.5和2不会先将其向上移动。
如果t = 1.5f并且tGoal = 2f;它会向上移动到顶部并停在那里。
但是我找不到如何制作“底部”部件,因此它将首先移至“底部”,然后停止或先移至“底部”并移至“顶部”。
答案 0 :(得分:3)
添加一个名为tGoal的浮动字段:
private float tGoal;
根据您希望它开始的位置设置t,并在希望它停止动画的位置设置tGoal。如果您希望它从Center
开始,则必须确定适当的lerp值,以:
switch (circleheight)
{
case CircleHeight.Center:
float centerT = Mathf.InverseLerp(Bottom, Top, Center);
// t=0f+centerT, tGoal=1f to go to top first then stop at top
// t=0f+centerT, tGoal=2f to go to top first then stop at bottom
// t=2f-centerT, tGoal=2f to go to bottom first then stop at bottom
// t=2f-centerT, tGoal=3f to go to bottom first then stop at top
t = 2f - centerT;
tGoal = 3f;
height = Center;
break;
case CircleHeight.Bottom:
t= 0f;
tGoal = 1f;
height = Bottom;
break;
case CircleHeight.Top:
t = 1f;
tGoal = 2f;
height = Top;
break;
}
然后使用Mathf.PingPong
将t
转换为乒乓球的lerp值。当t等于tGoal时停止,确保tGoal永远不会超过它:
private void AnimateCircle()
{
if (animStart)
{
// prevent t from exceeding tGoal
if (t > tGoal) {
t = tGoal;
}
// end animation when t reaches goal
if (t == tGoal) {
animStart = false;
}
// advance height according to t
height = Mathf.Lerp(Bottom, Top, Mathf.PingPong(t,1f));
// advance height according to time & speed
t += animationSpeed * Time.deltaTime;
}
}