Beispiel #1
0
        public void AddMoveAni(Func <Variant, double, double> tweenFun, Vec2 b, Vec2 e, float tm)
        {
            bool flag = b.x != e.x;

            if (flag)
            {
                Variant aniAtt = GameTools.createGroup(new Variant[]
                {
                    "begin",
                    b.x,
                    "change",
                    e.x - b.x,
                    "duration",
                    tm
                });
                this._attAni.AddAni(tweenFun, "x", aniAtt, 1, 0f);
            }
            bool flag2 = b.y != e.y;

            if (flag2)
            {
                Variant aniAtt = GameTools.createGroup(new Variant[]
                {
                    "begin",
                    b.y,
                    "change",
                    e.y - b.y,
                    "duration",
                    tm
                });
                this._attAni.AddAni(tweenFun, "y", aniAtt, 1, 0f);
            }
        }
Beispiel #2
0
        public void AddSizeAni(Func <Variant, double, double> tweenFun, float b, float e, float tm, int cnt = 1)
        {
            bool flag = b != e;

            if (flag)
            {
                Variant aniAtt = GameTools.createGroup(new Variant[]
                {
                    "begin",
                    b,
                    "change",
                    e - b,
                    "duration",
                    tm
                });
                this._attAni.AddAni(tweenFun, "scaleX", aniAtt, cnt, 0f);
                aniAtt = GameTools.createGroup(new Variant[]
                {
                    "begin",
                    b,
                    "change",
                    e - b,
                    "duration",
                    tm
                });
                this._attAni.AddAni(tweenFun, "scaleY", aniAtt, cnt, 0f);
            }
        }
 public void AddAttAni(Func <Variant, double, double> tweenFun, String attnm, float b, float e, float tm, int cnt = 1)
 {
     if (b != e)
     {
         Variant aniAtt = GameTools.createGroup("begin", b, "change", (e - b), "duration", tm);
         _attAni.AddAni(tweenFun, attnm, aniAtt, cnt);
     }
 }
Beispiel #4
0
 public static Variant CreateSwitchData(string caseStr, Variant data)
 {
     return(GameTools.createGroup(new Variant[]
     {
         "case",
         caseStr,
         "data",
         data
     }));
 }
Beispiel #5
0
 public AttAni(Variant obj)
 {
     if (obj != null && obj._val is IUIBaseControl)
     {
         _obj = GameTools.createGroup("ctrl", obj._val);
     }
     else
     {
         _obj = obj;
     }
 }
        //----------------------------------------------------------------------------------------------
        public void AddMoveAni(Func <Variant, double, double> tweenFun, Vec2 b, Vec2 e, float tm)
        {
            Variant aniAtt;

            if (b.x != e.x)
            {
                aniAtt = GameTools.createGroup("begin", b.x, "change", (e.x - b.x), "duration", tm);
                _attAni.AddAni(tweenFun, "x", aniAtt);
            }
            if (b.y != e.y)
            {
                aniAtt = GameTools.createGroup("begin", b.y, "change", (e.y - b.y), "duration", tm);
                _attAni.AddAni(tweenFun, "y", aniAtt);
            }
        }
Beispiel #7
0
        public AttAni(Variant obj)
        {
            bool flag = obj != null && obj._val is IUIBaseControl;

            if (flag)
            {
                this._obj = GameTools.createGroup(new object[]
                {
                    "ctrl",
                    obj._val
                });
            }
            else
            {
                this._obj = obj;
            }
        }
Beispiel #8
0
        public void AddAni(Func <Variant, double, double> tweenFun, string attnm, Variant aniAtt, int plycnt = 1, float delay = 0f)
        {
            bool flag  = false;
            bool flag2 = this.m_data.ContainsKey("ctrl");

            if (flag2)
            {
                flag = true;
                Type         type       = this.m_data["ctrl"]._val.GetType();
                object[]     properties = type.GetProperties();
                PropertyInfo property   = type.GetProperty(attnm);
                bool         flag3      = property != null && property.Name != attnm;
                if (flag3)
                {
                    return;
                }
            }
            bool flag4 = !flag && !this.m_data.ContainsKey(attnm);

            if (!flag4)
            {
                this._anis[attnm] = GameTools.createGroup(new object[]
                {
                    "nm",
                    attnm,
                    "tweenFun",
                    tweenFun,
                    "plycnt",
                    plycnt,
                    "ccnt",
                    0,
                    "delay",
                    delay
                });
                this._anis[attnm]["aniAtt"] = aniAtt;
                this._aniAttChanged         = true;
            }
        }
Beispiel #9
0
        //-----------------------------------------------------------------------------------
        // attnm: 属性名字 --- obj中的属性
        //tweenFun:插值算法
        //aniAtt: 插值算法的参数  必须有下列参数  其他视具体算法需求
        //			{	begin:属性开始值,
        //				change:属性变化范围,
        //				duration:播放一次的时间,
        //			}
        //plycnt: 播放次数 -1为无限循环
        //delay:延迟播放 时间
        public void AddAni(Func <Variant, double, double> tweenFun, String attnm, Variant aniAtt, int plycnt = 1, float delay = 0)
        {
            bool isCtrl = false;

            if (m_data.ContainsKey("ctrl"))
            {
                isCtrl = true;
                Type         t  = m_data["ctrl"]._val.GetType();
                object[]     mm = t.GetProperties();
                PropertyInfo at = t.GetProperty(attnm);
                if (at != null && at.Name != attnm)
                {
                    return;
                }
            }
            if (!isCtrl && !m_data.ContainsKey(attnm))
            {
                return;
            }

            _anis[attnm]           = GameTools.createGroup("nm", attnm, "tweenFun", tweenFun, "plycnt", plycnt, "ccnt", 0, "delay", delay);
            _anis[attnm]["aniAtt"] = aniAtt;
            _aniAttChanged         = true;
        }