Example #1
0
 /// <summary>
 /// 获取模板ID Sprite
 /// </summary>
 /// <param name="_eType">图片类型</param>
 /// <param name="_nIDArray">模板ID顺序(A,B,C,...)</param>
 /// <returns></returns>
 public Sprite GetSprite(ESpriteType _eType, USpeedUI.WndID _eUserID, params int[] _nIDArray)
 {
     if (_nIDArray[_nIDArray.Length - 1] <= 0)
     {
         return(DefaultSprite);
     }
     return(GetSprite(dicSpriteType[_eType].AssetBundleName(_nIDArray), dicSpriteType[_eType].AssetName(_nIDArray), _eUserID));
 }
Example #2
0
 public BasicItem(ContentManager getContent, string getTexture, string getSound, int getWidth, int getHeight, int getRows, int getColumns)
 {
     SpriteAnim  = new AnimSprite(getContent, getTexture, getWidth, getHeight, getRows, getColumns);
     SpriteType  = ESpriteType.ANIM;
     RandXDirNum = RandXDir.Next(2);
     if (RandXDirNum == 0)
     {
         IsLeft = true;
         IsUp   = false;
     }
     else
     {
         IsLeft = false;
         IsUp   = false;
     }
     CollectSFX    = getContent.Load <SoundEffect>(getSound);
     CollectSFXIns = CollectSFX.CreateInstance();
 }
Example #3
0
    IEnumerator runfadeOutWithEvent(GameObject target, ESpriteType type, float time, EventDelegate callback)
    {
        if (type == ESpriteType.SPRITE_RENDERER)
        {
            SpriteRenderer render         = target.GetComponent <SpriteRenderer>();
            float          ValueEachFrame = (float)Time.deltaTime / time;

            while (true)
            {
                if (render == null)
                {
                    yield break;
                }

                Color color = render.color;

                if (color.a <= 0)
                {
                    callback.Execute();
                    yield break;
                }
                else
                {
                    render.color = new Color(color.r, color.g, color.b, color.a - ValueEachFrame);
                }

                yield return(0);
            }
        }
        else if (type == ESpriteType.UI_SPRITE)
        {
            UISprite render         = target.GetComponent <UISprite>();
            float    ValueEachFrame = (float)Time.deltaTime / time;

            while (true)
            {
                if (render == null)
                {
                    yield break;
                }

                Color color = render.color;

                if (color.a <= 0)
                {
                    callback.Execute();
                    yield break;
                }
                else
                {
                    render.color = new Color(color.r, color.g, color.b, color.a - ValueEachFrame);
                }

                yield return(0);
            }
        }
        else if (type == ESpriteType.UI_TEXTURE)
        {
            UITexture render         = target.GetComponent <UITexture>();
            float     ValueEachFrame = (float)Time.deltaTime / time;

            while (true)
            {
                if (render == null)
                {
                    yield break;
                }

                Color color = render.color;

                if (color.a <= 0)
                {
                    callback.Execute();
                    yield break;
                }
                else
                {
                    render.color = new Color(color.r, color.g, color.b, color.a - ValueEachFrame);
                }

                yield return(0);
            }
        }
    }
Example #4
0
 public void fadeOutWithEvent(GameObject target, ESpriteType type, float time, EventDelegate callback)
 {
     StartCoroutine(runfadeOutWithEvent(target, type, time, callback));
 }
Example #5
0
    IEnumerator runfadeInAndDestroy(GameObject target, ESpriteType type, float time)
    {
        if (type == ESpriteType.SPRITE_RENDERER)
        {
            SpriteRenderer render         = target.GetComponent <SpriteRenderer>();
            float          ValueEachFrame = (float)Time.deltaTime / time;

            while (true)
            {
                if (render == null)
                {
                    yield break;
                }

                Color color = render.color;

                if (color.a >= 1)
                {
                    yield break;
                }
                else
                {
                    render.color = new Color(color.r, color.g, color.b, color.a + ValueEachFrame);
                }

                yield return(0);
            }
        }
        else if (type == ESpriteType.UI_SPRITE)
        {
            UISprite render         = target.GetComponent <UISprite>();
            float    ValueEachFrame = (float)Time.deltaTime / time;

            while (true)
            {
                if (render == null)
                {
                    yield break;
                }

                Color color = render.color;

                if (color.a >= 1)
                {
                    yield break;
                }
                else
                {
                    render.color = new Color(color.r, color.g, color.b, color.a + ValueEachFrame);
                }

                yield return(0);
            }
        }
        else if (type == ESpriteType.UI_TEXTURE)
        {
            UITexture render         = target.GetComponent <UITexture>();
            float     ValueEachFrame = (float)Time.deltaTime / time;

            while (true)
            {
                if (render == null)
                {
                    yield break;
                }

                Color color = render.color;

                if (color.a >= 1)
                {
                    yield break;
                }
                else
                {
                    render.color = new Color(color.r, color.g, color.b, color.a + ValueEachFrame);
                }

                yield return(0);
            }
        }
    }
Example #6
0
 public void fadeInAndDestroy(GameObject target, ESpriteType type, float time)
 {
     StartCoroutine(runfadeInAndDestroy(target, type, time));
 }
Example #7
0
 /// <summary>
 /// 异步获取非模板ID Sprite
 /// <para>请自行调用USpriteManager.DeleteSprite()移除异步Sprite方法</para>
 /// </summary>
 /// <param name="_eType">图片类型</param>
 /// <param name="callBack">回调</param>
 /// <param name="userDataObj">用户数据,这个会出现在资源回调里</param>
 /// <param name="priority">加载优先级</param>
 /// <returns></returns>
 public Sprite GetSprite(ESpriteType _eType, string _strAssetName, out ResNode _resNodeData, System.Action <ResConfigData, ResNode, System.Object> callBack = null,
                         System.Object userDataObj = null, AssetLoadPriority priority = AssetLoadPriority.Priority_Normal)
 {
     return(GetSprite(dicSpriteType[_eType].AssetBundleName(), _strAssetName, out _resNodeData,
                      callBack, userDataObj, priority));
 }
Example #8
0
 /// <summary>
 /// 异步获取带模板ID Sprite
 /// <para>请自行调用USpriteManager.DeleteSprite()移除异步Sprite方法</para>
 /// </summary>
 /// <param name="_eType">图片类型</param>
 /// <param name="callBack">回调</param>
 /// <param name="userDataObj">用户数据,这个会出现在资源回调里</param>
 /// <param name="priority">加载优先级</param>
 /// <param name="_nIDArray">模板ID顺序(A,B,C,...)</param>
 /// <returns></returns>
 public Sprite GetSprite(ESpriteType _eType, out ResNode _resNodeData, System.Action <ResConfigData, ResNode, System.Object> callBack = null,
                         System.Object userDataObj = null, AssetLoadPriority priority = AssetLoadPriority.Priority_Normal, params int[] _nIDArray)
 {
     return(GetSprite(dicSpriteType[_eType].AssetBundleName(_nIDArray),
                      dicSpriteType[_eType].AssetName(_nIDArray), out _resNodeData, callBack, userDataObj, priority));
 }
Example #9
0
 /// <summary>
 /// 获取非模板ID Sprite
 /// </summary>
 /// <param name="_eType">图片类型</param>
 /// <returns></returns>
 public Sprite GetSprite(ESpriteType _eType, string _strAssetName, USpeedUI.WndID _eUserID)
 {
     return(GetSprite(dicSpriteType[_eType].AssetBundleName(), _strAssetName, _eUserID));
 }
Example #10
0
 public USpriteType(string _strAssetBundleName, string _strAssetName, ESpriteType _eType)
 {
     TempletAssetBundleName = _strAssetBundleName;
     TempletAssetName       = _strAssetName;
     Type = _eType;
 }
Example #11
0
 public Background_effects(ContentManager getContent, string getTexture, int getWidth, int getHeight)
 {
     SpriteType = ESpriteType.BASIC;
     Sprite     = new BasicSprite(getContent, getTexture, getWidth, getHeight);
 }
Example #12
0
 public Background_effects(ContentManager getContent, string getTexture, int getWidth, int getHeight, int getRows, int getColumns)
 {
     SpriteType = ESpriteType.ANIM;
     SpriteAnim = new AnimSprite(getContent, getTexture, getWidth, getHeight, getRows, getColumns);
 }