Ejemplo n.º 1
0
 private void OnShowGameChangeOut0(lib.Event e)
 {
     for (int i = 0, len = outBackground.transform.childCount; i < len; i++)
     {
         GameBufferPool.ReleaseGridBg(outBackground.transform.GetChild(0).gameObject);
     }
     for (int i = 0; i < pieces.length; i++)
     {
         if (pieces[i].isInStage == false)
         {
             pieces[i].Hide();
         }
     }
 }
Ejemplo n.º 2
0
        private void OnShowGameChangeOut(lib.Event e)
        {
            for (int i = 0; i < backgroundgrids.Count; i++)
            {
                GameBufferPool.ReleaseGridBg(backgroundgrids[i]);
            }
            changeOutRoot                  = new GameObject();
            changeOutRoot.name             = "GameChangeOut";
            changeOutRoot.transform.parent = root.transform.parent;
            for (int i = 0; i < this.pieces.length; i++)
            {
                pieces[i].ShowChangeOut();
            }
            root.SetActive(false);
            outTweens = new List <Tweener>();
            float   maxTime  = 0;
            Tweener maxTween = null;

            foreach (Transform child in changeOutRoot.transform)
            {
                foreach (Transform child2 in child)
                {
                    float time1 = UnityEngine.Random.Range(0.1f, 0.6f);
                    float time2 = UnityEngine.Random.Range(0.0f, 0.3f);
                    child2.GetComponent <SpriteRenderer>().DOColor(new Color(1, 1, 1, 0), time1).SetDelay(time2);
                    Tweener tween = child2.DOMove(new Vector3(UnityEngine.Random.Range(-7.2f, -8.0f), UnityEngine.Random.Range(child2.position.y - 3f, child2.position.y + 3f)), time1).SetDelay(time2).SetEase(Ease.InSine);
                    outTweens.Add(tween);
                    tween.onComplete = OnShowGameChangeOutComplete;
                    if (time1 + time2 > maxTime)
                    {
                        maxTime  = time1 + time2;
                        maxTween = tween;
                    }
                }
            }
        }