// 开始向下移动动画 protected void startDownAni() { if (m_addedList.Count > 0) { UtilApi.setPos(m_localGo.transform, new Vector3(0, 0, 0)); m_downPosAni.setGO(m_localGo); m_downPosAni.destPos = new Vector3(0, 0, m_ZOff); m_downPosAni.setEaseType(iTween.EaseType.easeInExpo); m_downPosAni.setTime(0.2f); m_downNumAniSequence.addOneNumAni(m_downPosAni); m_downNumAniSequence.play(); } }
// 开始加入动画 protected void startAddingAni() { m_addingItem.setPntGo(pntGo); UtilApi.setPos(m_addingItem.selfLocalGo.transform, new Vector3(m_XOff, 0, 0)); m_posAni.setGO(m_addingItem.selfLocalGo); m_posAni.destPos = new Vector3(0, 0, 0); m_posAni.setEaseType(iTween.EaseType.easeInExpo); m_posAni.setTime(0.5f); m_numAniSequence.addOneNumAni(m_posAni); m_numAniSequence.play(); m_addingItem.loadRes(); // 加载资源 }
protected void moveToNextPos(MazePtBase pt_) { PosAni posAni; posAni = new PosAni(); m_numAniParal.addOneNumAni(posAni); posAni.setGO(m_mazePlayer.selfGo); posAni.destPos = pt_.pos; posAni.setTime(sTime); posAni.setEaseType(iTween.EaseType.linear); m_numAniParal.play(); }
// 死亡点 public void moveToDestPos(MazeDiePt pt_) { // 死亡点 m_bDiePt = true; PosAni posAni; posAni = new PosAni(); m_numAniParal.addOneNumAni(posAni); posAni.setGO(m_mazePlayer.selfGo); posAni.destPos = pt_.pos; posAni.setTime(3); posAni.setEaseType(iTween.EaseType.easeInOutBounce); m_numAniParal.play(); playDieAniAndSound(); }