//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)); }
//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); }
//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()); }
//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); }
//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()); }
//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()); }
//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()); }
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()); }
//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()); }
//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()); }
//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)); }
//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()); }
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); }
//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)); } }
//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()); }
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); }
//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)); }
public override IEnumerator ExitAnim(UIAnimCallBack l_animComplete, UICallBack l_callBack, params object[] objs) { yield break; }
//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)); }