Ejemplo n.º 1
0
 void FadeApplySingle(int num, bool isScale, bool isAlpha, int t)//num is the identifier of cv ,
 {
     if (StateLayoutBattle.isFading[0, num])
     {
         canvasGroup = gos[num].GetComponent <CanvasGroup>();
         count[num]++;
         tmp[num] = Convert.ToSingle(FuncEffects.FadeOutEaseIn(count[num], t));
         if (count[num] >= t)
         {
             canvasGroup.alpha = 0;
             StateLayoutBattle.isFading[0, num] = false;
             count[num] = 0;
             tmp[num]   = 0;
             gos[num].gameObject.SetActive(false);
             //修正
         }
         else
         {//变换
             if (canvasGroup.interactable)
             {
                 canvasGroup.interactable = false;
             }
             if (isAlpha)
             {
                 canvasGroup.alpha = tmp[num];
             }
             if (isScale)
             {
                 gos[num].transform.localScale = new Vector3(tmp[num] * (1 - scaleMinWindowFadeInAndOut) + scaleMinWindowFadeInAndOut, tmp[num] * (1 - scaleMinWindowFadeInAndOut) + scaleMinWindowFadeInAndOut, 1f);
             }
         }
     }//gos[num]淡出
     else if (StateLayoutBattle.isFading[1, num])
     {
         canvasGroup = gos[num].GetComponent <CanvasGroup>();
         count[num]++;
         tmp[num] = Convert.ToSingle(FuncEffects.FadeInEaseOut(count[num], t));
         if (count[num] >= t)
         {
             StateLayoutBattle.isFading[1, num] = false;
             count[num]                    = 0;
             tmp[num]                      = 0;
             canvasGroup.alpha             = 1;
             gos[num].transform.localScale = new Vector3(1f, 1f, 1f);
             //修正alpha和scale
             if (!canvasGroup.interactable)
             {
                 canvasGroup.interactable = true;
             }
         }
         else
         {//变换
             if (isAlpha)
             {
                 canvasGroup.alpha = tmp[num];
             }
             if (isScale)
             {
                 gos[num].transform.localScale = new Vector3(tmp[num] * (1 - scaleMinWindowFadeInAndOut) + scaleMinWindowFadeInAndOut, tmp[num] * (1 - scaleMinWindowFadeInAndOut) + scaleMinWindowFadeInAndOut, 1f);
             }
         }
         if (!gos[num].gameObject.activeInHierarchy)
         {
             gos[num].gameObject.SetActive(true);
         }
     }//gos[num]淡入
 }
Ejemplo n.º 2
0
 void TransSceneApply()
 {
     FadeApplySingle(4, false, true, timeTransSceneInAndOut + 6);
     if (imgUstc.GetComponent <CanvasGroup>().alpha == 0 && (StateLayoutBattle.isFading[0, 2] || StateLayoutBattle.isFading[1, 2]))
     {
         count[2]++;
         canvasGroup = cvObstruct.GetComponent <CanvasGroup>();
         if (canvasGroup.alpha != 0)
         {
             canvasGroup.alpha = 0;
             cvObstruct.gameObject.SetActive(true);
             cvTransScene.gameObject.SetActive(true);
         }
         if (StateLayoutBattle.isFading[0, 2])
         {
             imgTransSceneLeft.transform.localPosition  = new Vector3(Convert.ToSingle(-1360 + FuncEffects.FadeInEaseOut(count[2], timeTransSceneInAndOut) * 680), -425, 0);
             imgTransSceneRight.transform.localPosition = new Vector3(Convert.ToSingle(1360 - FuncEffects.FadeInEaseOut(count[2], timeTransSceneInAndOut) * 680), -425, 0);
         }
         else
         {
             imgTransSceneLeft.transform.localPosition  = new Vector3(Convert.ToSingle(-1360 + FuncEffects.FadeOutEaseIn(count[2], timeTransSceneInAndOut) * 680), -425, 0);
             imgTransSceneRight.transform.localPosition = new Vector3(Convert.ToSingle(1360 - FuncEffects.FadeOutEaseIn(count[2], timeTransSceneInAndOut) * 680), -425, 0);
         }
         if (count[2] >= timeTransSceneInAndOut)
         {
             if (StateLayoutBattle.isFading[0, 2])
             {
                 StateLayoutBattle.isFading[1, 4] = true;
                 ustc = true;
                 //SceneManager.LoadScene(3);//
                 imgTransSceneLeft.transform.localPosition  = new Vector3(-680, -425, 0);
                 imgTransSceneRight.transform.localPosition = new Vector3(680, -425, 0);
                 StateLayoutBattle.isFading[0, 2]           = false;
                 //ReactLayoutBase.Fade(2,1);//
                 //StateLayoutBattle.isFading[0, 2] = false;//
                 Debug.Log("??");
                 cvObstruct.gameObject.SetActive(false);
                 //cvTransScene.gameObject.SetActive(false);//
                 canvasGroup.alpha = 1;
                 count[2]          = 0;
             }
             else
             {
                 imgTransSceneLeft.transform.localPosition  = new Vector3(-1360, -425, 0); //
                 imgTransSceneRight.transform.localPosition = new Vector3(1360, -425, 0);  //
                 StateLayoutBattle.isFading[1, 2]           = false;
                 cvObstruct.gameObject.SetActive(false);
                 cvTransScene.gameObject.SetActive(false);
                 canvasGroup.alpha = 1;
                 count[2]          = 0;
             }
         }
     }
     if (ustc && imgUstc.GetComponent <CanvasGroup>().alpha == 1f)
     {
         ReactLayoutBase.Fade(2, 1);//
         StateLayoutBase.isFading[0, 4] = true;
         //cvTransScene.gameObject.SetActive(false);//
         ReactLayoutBase.SetOnce(true);
         StartCoroutine(LoadScene(3));//
     }
 }//转场出/入