//UI的退出动画
    public override IEnumerator ExitAnim(UIAnimCallBack l_animComplete, UICallBack l_callBack, params object[] objs)
    {
        AnimSystem.UguiAlpha(gameObject, 1, 0, 1, callBack: (object[] obj) =>
        {
            base.ExitAnim(l_animComplete, l_callBack, objs);
        });

        yield break;
    }
    //UI的进入动画
    public override IEnumerator EnterAnim(UIAnimCallBack l_animComplete, UICallBack l_callBack, params object[] objs)
    {
        AnimSystem.UguiAlpha(gameObject, 0, 1, 1, interp: InterpType.Linear, isChild: true, callBack: (object[] obj) =>
        {
            l_animComplete(this, l_callBack, objs);
        });

        yield return(new WaitForSeconds(5));
    }
Beispiel #3
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    //UI的进入动画
    public override IEnumerator EnterAnim(UIAnimCallBack l_animComplete, UICallBack l_callBack, params object[] objs)
    {
        AnimSystem.UguiAlpha(gameObject, 0, 1, 1, callBack: (object[] obj) =>
        {
            base.EnterAnim(l_animComplete, l_callBack, objs);
        });

        return(null);
    }
Beispiel #4
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    //UI的进入动画
    public override IEnumerator EnterAnim(UIAnimCallBack l_animComplete, UICallBack l_callBack, params object[] objs)
    {
        AnimSystem.UguiAlpha(gameObject, 0, 1, callBack: (object[] obj) =>
        {
            StartCoroutine(base.EnterAnim(l_animComplete, l_callBack, objs));
        });

        yield return(new WaitForEndOfFrame());
    }
Beispiel #5
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    //UI的退出动画
    public override IEnumerator ExitAnim(UIAnimCallBack l_animComplete, UICallBack l_callBack, params object[] objs)
    {
        AnimSystem.UguiAlpha(gameObject, 1, 0, 1, callBack: (object[] obj) =>
        {
            base.ExitAnim(l_animComplete, l_callBack, objs);
        });

        yield break;
    }
Beispiel #6
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    //UI的退出动画
    public override IEnumerator ExitAnim(UIAnimCallBack l_animComplete, UICallBack l_callBack, params object[] objs)
    {
        AnimSystem.UguiAlpha(gameObject, 1, 0, 1, InterpType.Linear, true, (object[] obj) =>
        {
            base.ExitAnim(l_animComplete, l_callBack, objs);
        });

        return(null);
    }
Beispiel #7
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    //UI的退出动画
    public override IEnumerator ExitAnim(UIAnimCallBack l_animComplete, UICallBack l_callBack, params object[] objs)
    {
        //AnimSystem.uguiAlpha(gameObject, 1, 0, 1, InteType.Linear, true, (object[] obj) =>
        //{
        //    l_animComplete(this, l_callBack, objs);
        //});

        yield return(new WaitForEndOfFrame());
    }
Beispiel #8
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    //UI的退出动画
    public override IEnumerator ExitAnim(UIAnimCallBack l_animComplete, UICallBack l_callBack, params object[] objs)
    {
        AnimSystem.UguiMove(m_uiRoot, null, new Vector3(0, 1000, 0));

        AnimSystem.UguiAlpha(gameObject, null, 0, callBack: (object[] obj) =>
        {
            StartCoroutine(base.ExitAnim(l_animComplete, l_callBack, objs));
        });

        yield return(new WaitForEndOfFrame());
    }
Beispiel #9
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    //UI的退出动画
    public override IEnumerator ExitAnim(UIAnimCallBack animComplete, UICallBack callBack, params object[] objs)
    {
        AnimSystem.UguiAlpha(gameObject, null, 0, callBack: (object[] obj) =>
        {
            StartCoroutine(base.ExitAnim(animComplete, callBack, objs));
        });

        AnimSystem.UguiMove(m_uiRoot, Vector3.zero, new Vector3(1000, 0, 0), time: 1, interp: InterpType.InOutBack);

        yield return(new WaitForEndOfFrame());
    }
Beispiel #10
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    public override IEnumerator ExitAnim(UIAnimCallBack animComplete, UICallBack callBack, params object[] objs)
    {
        AnimSystem.UguiAlpha(gameObject, null, 0, 1, callBack: (object[] obj) =>
        {
            StartCoroutine(base.ExitAnim(animComplete, callBack, objs));
        });

        AnimSystem.UguiMove(GetGameObject("Button"), new Vector3(0, 70, 0), new Vector3(0, 0, 0));

        yield return(new WaitForEndOfFrame());
    }
Beispiel #11
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    //UI的进入动画
    public override IEnumerator EnterAnim(UIAnimCallBack l_animComplete, UICallBack l_callBack, params object[] objs)
    {
        AnimSystem.UguiMove(GetGameObject("Panel"), new Vector3(0, 1000, 0), Vector3.zero, interp: InterpType.OutExpo);

        AnimSystem.UguiAlpha(gameObject, 0, 1, callBack: (object[] obj) =>
        {
            StartCoroutine(base.EnterAnim(l_animComplete, l_callBack, objs));
        });

        yield return(new WaitForEndOfFrame());
    }
Beispiel #12
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    //UI的退出动画
    public override IEnumerator ExitAnim(UIAnimCallBack l_animComplete, UICallBack l_callBack, params object[] objs)
    {
        AnimSystem.UguiMove(GetGameObject("Text_title"), null, new Vector3(0, 100, 0), 0.3f);
        AnimSystem.UguiMove(GetGameObject("Button_GameStart"), null, new Vector3(0, -600, 0), 0.3f);
        AnimSystem.UguiMove(GetGameObject("Button_favorite"), null, new Vector3(0, -600, 0), 0.3f);
        AnimSystem.UguiMove(GetGameObject("Button_option"), null, new Vector3(0, -600, 0), 0.3f);

        AnimSystem.UguiAlpha(gameObject, null, 0, callBack: (object[] obj) =>
        {
            StartCoroutine(base.ExitAnim(l_animComplete, l_callBack, objs));
        });

        yield return(new WaitForEndOfFrame());
    }
Beispiel #13
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    //UI的进入动画
    public override IEnumerator EnterAnim(UIAnimCallBack animComplete, UICallBack callBack, params object[] objs)
    {
        yield return(new WaitForSeconds(0.2f));

        AnimSystem.UguiAlpha(gameObject, 0, 1, callBack: (object[] obj) =>
        {
            StartCoroutine(base.EnterAnim(animComplete, callBack, objs));
        });

        AnimSystem.UguiMove(m_goTextTitle, new Vector3(0, 50, 0), new Vector3(0, -50, 0));
        AnimSystem.UguiMove(m_goReturnBtn, new Vector3(0, -70, 0), new Vector3(0, 70, 0));

        yield return(new WaitForEndOfFrame());
    }
    //UI的进入动画
    public override IEnumerator EnterAnim(UIAnimCallBack l_animComplete, UICallBack l_callBack, params object[] objs)
    {
        yield return(new WaitForSeconds(0.2f));

        AnimSystem.UguiAlpha(gameObject, 0, 1, callBack: (object[] obj) =>
        {
            StartCoroutine(base.EnterAnim(l_animComplete, l_callBack, objs));
        });

        AnimSystem.UguiMove(GetGameObject("Text_Title"), new Vector3(0, 50, 0), new Vector3(0, -50, 0));
        AnimSystem.UguiMove(GetGameObject("Button_Return"), new Vector3(0, -70, 0), new Vector3(0, 70, 0));

        yield return(new WaitForEndOfFrame());
    }
    //UI的进入动画
    public override IEnumerator EnterAnim(UIAnimCallBack l_animComplete, UICallBack l_callBack, params object[] objs)
    {
        SetActive("Button_again", false);
        SetActive("Button_back", false);
        SetActive("Text_finish", false);
        SetActive("Text_score", false);
        SetActive("Text_combo", false);
        SetActive("Button_read", false);
        SetActive("Button_favorites", false);

        AnimSystem.UguiSizeDelta(GetGameObject("Image_BG"), new Vector2(800, 0), new Vector2(800, 200), 0.4f, interp: InterpType.OutBack);

        yield return(new WaitForSeconds(0.3f));

        SetActive("Text_finish", true);
        AnimSystem.UguiAlpha(GetGameObject("Text_finish"), 0, 1);
        AnimSystem.Scale(GetGameObject("Text_finish"), new Vector3(4, 4, 4), Vector3.one, interp: InterpType.InOutBack);

        yield return(new WaitForSeconds(0.5f));

        SetActive("Text_score", true);
        SetActive("Text_combo", true);
        AnimSystem.UguiMove(GetGameObject("Text_score"), new Vector3(500, -180, 0), new Vector3(-20, -180, 0), interp: InterpType.OutCubic);
        AnimSystem.UguiMove(GetGameObject("Text_combo"), new Vector3(500, -140, 0), new Vector3(-20, -140, 0), interp: InterpType.OutCubic, delayTime: 0.2f);

        yield return(new WaitForSeconds(0.5f));

        SetActive("Button_again", true);
        SetActive("Button_back", true);

        SetActive("Button_read", true);


        AnimSystem.UguiMove(GetGameObject("Button_back"), new Vector3(0, -100, 0), new Vector3(0, 50, 0), 0.5f, 0.3f, interp: InterpType.OutQuart);
        AnimSystem.UguiMove(GetGameObject("Button_again"), new Vector3(0, -200, 0), new Vector3(0, 120, 0), 0.5f, 0.2f, interp: InterpType.OutQuart);
        AnimSystem.UguiMove(GetGameObject("Button_read"), new Vector3(0, -300, 0), new Vector3(0, 190, 0), 0.5f, 0.1f, interp: InterpType.OutQuart);

        AnimSystem.UguiAlpha(GetGameObject("Button_back"), 0, 1, 0.4f, delayTime: 0.3f);
        AnimSystem.UguiAlpha(GetGameObject("Button_again"), 0, 1, 0.4f, delayTime: 0.2f);
        AnimSystem.UguiAlpha(GetGameObject("Button_read"), 0, 1, 0.4f, delayTime: 0.1f);

        //if (!FavoritesService.GetIsFavorites(GameLogic.currentPoemData.m_key))
        //{
        //    SetActive("Button_favorites", true);
        //    AnimSystem.UguiMove(GetGameObject("Button_favorites"), new Vector3(0, -400, 0), new Vector3(0, 260, 0), 0.5f, 0f, interp: InterpType.OutQuart);
        //    AnimSystem.UguiAlpha(GetGameObject("Button_favorites"), 0, 1, 0.4f, delayTime: 0f);
        //}

        yield return(base.EnterAnim(l_animComplete, l_callBack, objs));
    }
Beispiel #16
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    //UI的进入动画
    public override IEnumerator EnterAnim(UIAnimCallBack l_animComplete, UICallBack l_callBack, params object[] objs)
    {
        m_uiRoot.SetActive(false);

        yield return(new WaitForSeconds(0.5f));

        m_uiRoot.SetActive(true);

        AnimSystem.UguiAlpha(gameObject, 0, 1, callBack: (object[] obj) =>
        {
            StartCoroutine(base.EnterAnim(l_animComplete, l_callBack, objs));
        });

        yield return(new WaitForEndOfFrame());
    }
Beispiel #17
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    public override IEnumerator ExitAnim(UIAnimCallBack l_animComplete, UICallBack l_callBack, params object[] objs)
    {
        double time = 0;

        try
        {
            time = UIEventCallBackHelper.CallOnExitAnim(this);
        }
        catch (Exception e)
        {
            Debug.LogError(name + "ExitAnim Error " + e.ToString());
        }

        yield return(new WaitForSeconds((float)time));

        l_animComplete(this, l_callBack, objs);
    }
Beispiel #18
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    //UI的进入动画
    public override IEnumerator EnterAnim(UIAnimCallBack l_animComplete, UICallBack l_callBack, params object[] objs)
    {
        AnimSystem.UguiMove(GetGameObject("Text_author"), new Vector3(172, 150, 0), new Vector3(172, -80, 0), 0.5f, 0, InterpType.OutExpo);
        AnimSystem.UguiMove(GetGameObject("Text_poemName"), new Vector3(0, 100, 0), new Vector3(0, -40, 0), 0.5f, 0, InterpType.OutExpo);

        AnimSystem.UguiMove(GetGameObject("Button_FavoriteSwitch"), new Vector3(0, -100, 0), new Vector3(0, 175, 0), 0.5f, 0, InterpType.OutExpo);
        AnimSystem.UguiMove(GetGameObject("Button_exercise"), new Vector3(0, -100, 0), new Vector3(0, 110, 0), 0.5f, 0, InterpType.OutExpo);
        AnimSystem.UguiMove(GetGameObject("Button_return"), new Vector3(0, -100, 0), new Vector3(0, 45, 0), 0.5f, 0, InterpType.OutExpo);

        AnimSystem.UguiMove(GetGameObject("ScrollRect"), new Vector3(0, 800, 0), new Vector3(0, 32.5f, 0), 0.5f, 0, InterpType.OutExpo);

        AnimSystem.UguiAlpha(gameObject, 0, 1, callBack: (object[] obj) =>
        {
            StartCoroutine(base.EnterAnim(l_animComplete, l_callBack, objs));
        });

        yield return(new WaitForEndOfFrame());
    }
    static int EnterAnim(IntPtr L)
    {
        try
        {
            int            count     = LuaDLL.lua_gettop(L);
            UIWindowBase   obj       = (UIWindowBase)ToLua.CheckObject(L, 1, typeof(UIWindowBase));
            UIAnimCallBack arg0      = null;
            LuaTypes       funcType2 = LuaDLL.lua_type(L, 2);

            if (funcType2 != LuaTypes.LUA_TFUNCTION)
            {
                arg0 = (UIAnimCallBack)ToLua.CheckObject(L, 2, typeof(UIAnimCallBack));
            }
            else
            {
                LuaFunction func = ToLua.ToLuaFunction(L, 2);
                arg0 = DelegateFactory.CreateDelegate(typeof(UIAnimCallBack), func) as UIAnimCallBack;
            }

            UICallBack arg1      = null;
            LuaTypes   funcType3 = LuaDLL.lua_type(L, 3);

            if (funcType3 != LuaTypes.LUA_TFUNCTION)
            {
                arg1 = (UICallBack)ToLua.CheckObject(L, 3, typeof(UICallBack));
            }
            else
            {
                LuaFunction func = ToLua.ToLuaFunction(L, 3);
                arg1 = DelegateFactory.CreateDelegate(typeof(UICallBack), func) as UICallBack;
            }

            object[] arg2 = ToLua.ToParamsObject(L, 4, count - 3);
            System.Collections.IEnumerator o = obj.EnterAnim(arg0, arg1, arg2);
            ToLua.Push(L, o);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
Beispiel #20
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    //UI的进入动画
    public override IEnumerator EnterAnim(UIAnimCallBack l_animComplete, UICallBack l_callBack, params object[] objs)
    {
        AnimSystem.UguiMove(GetGameObject("Text_title"), new Vector3(0, 200, 0), new Vector3(0, -200, 0), 1f, interp: InterpType.OutExpo);
        AnimSystem.UguiMove(GetGameObject("Button_GameStart"), new Vector3(0, -1000, 0), new Vector3(0, -260, 0), 1f, interp: InterpType.OutExpo);
        AnimSystem.UguiMove(GetGameObject("Button_favorite"), new Vector3(0, -1000, 0), new Vector3(0, -330, 0), 1f, interp: InterpType.OutExpo);
        AnimSystem.UguiMove(GetGameObject("Button_option"), new Vector3(0, -1000, 0), new Vector3(0, -400, 0), 1f, interp: InterpType.OutExpo);

        AnimSystem.UguiAlpha(GetGameObject("Button_GameStart"), 0, 1);
        AnimSystem.UguiAlpha(GetGameObject("Button_favorite"), 0, 1);
        AnimSystem.UguiAlpha(GetGameObject("Button_option"), 0, 1);

        AnimSystem.UguiAlpha(GetGameObject("Text_title"), 0, 1, callBack: (object[] obj) =>
        {
            StartCoroutine(base.EnterAnim(l_animComplete, l_callBack, objs));
        });



        yield return(new WaitForEndOfFrame());
    }
Beispiel #21
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    public static Delegate UIAnimCallBack(LuaFunction func, LuaTable self, bool flag)
    {
        if (func == null)
        {
            UIAnimCallBack fn = delegate(UIWindowBase param0, UICallBack param1, object[] param2) { };
            return(fn);
        }

        if (!flag)
        {
            UIAnimCallBack_Event target = new UIAnimCallBack_Event(func);
            UIAnimCallBack       d      = target.Call;
            target.method = d.Method;
            return(d);
        }
        else
        {
            UIAnimCallBack_Event target = new UIAnimCallBack_Event(func, self);
            UIAnimCallBack       d      = target.CallWithSelf;
            target.method = d.Method;
            return(d);
        }
    }
 //UI的进入动画
 public override IEnumerator EnterAnim(UIAnimCallBack l_animComplete, UICallBack l_callBack, params object[] objs)
 {
     return base.EnterAnim(l_animComplete, l_callBack, objs);
 }
Beispiel #23
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    //UI的进入动画
    public override IEnumerator EnterAnim(UIAnimCallBack l_animComplete, UICallBack l_callBack, params object[] objs)
    {
        //目前进入动画不要修改颜色,会跟设置元素可用状态冲突

        return(base.EnterAnim(l_animComplete, l_callBack, objs));
    }
Beispiel #24
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 public override IEnumerator ExitAnim(UIAnimCallBack l_animComplete, UICallBack l_callBack, params object[] objs)
 {
     yield break;
 }
Beispiel #25
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 //UI的退出动画
 public override IEnumerator ExitAnim(UIAnimCallBack l_animComplete, UICallBack l_callBack, params object[] objs)
 {
     return(base.ExitAnim(l_animComplete, l_callBack, objs));
 }