public AdvCommandRuleFadeOut(StringGridRow row) : base(row) { string textureName = base.ParseCell <string>(AdvColumnName.Arg2); float vague = base.ParseCellOptional <float>(AdvColumnName.Arg3, 0.2f); float time = base.ParseCellOptional <float>(AdvColumnName.Arg6, 0.2f); this.data = new AdvTransitionArgs(textureName, vague, time); }
//ルール画像つきのフェードアウト(オブジェクト単位にかけるのでテクスチャ描き込み効果なし) public override void RuleFadeOut(AdvEngine engine, AdvTransitionArgs data, Action onComplete) { Debug.LogError(this.gameObject.name + " is not support RuleFadeOut", this.gameObject); if (onComplete != null) { onComplete(); } }
protected AdvCommandRuleFadeBase(StringGridRow row) : base(row) { string textureName = ParseCell <string>(AdvColumnName.Arg2); float vague = ParseCellOptional <float>(AdvColumnName.Arg3, 0.2f); float time = ParseCellOptional <float>(AdvColumnName.Arg6, 0.2f); this.TransitionArgs = new AdvTransitionArgs(textureName, vague, time); }
//ルール画像つきのフェードイン public void RuleFadeIn(AdvEngine engine, AdvTransitionArgs data, Action onComplete) { if (TargetObject == null) { if (onComplete != null) { onComplete(); } return; } RenderObject.RuleFadeIn(engine, data, onComplete); }
//ルール画像つきのフェードイン public override void RuleFadeIn(AdvEngine engine, AdvTransitionArgs data, Action onComplete) { UguiTransition transition = this.gameObject.AddComponent <UguiTransition>(); transition.RuleFadeIn( engine.EffectManager.FindRuleTexture(data.TextureName), data.Vague, RenderTextureSpace.RenderTextureType == AdvRenderTextureMode.Image, data.GetSkippedTime(engine), () => { Destroy(transition); if (onComplete != null) { onComplete(); } }); }
//ルール画像つきのフェードイン(オブジェクト単位にかけるのでテクスチャ描き込み効果なし) public virtual void RuleFadeIn(AdvEngine engine, AdvTransitionArgs data, Action onComplete) { UguiTransition transition = this.gameObject.AddComponent <UguiTransition>(); transition.RuleFadeIn( engine.EffectManager.FindRuleTexture(data.TextureName), data.Vague, false, data.GetSkippedTime(engine), () => { Destroy(transition); if (onComplete != null) { onComplete(); } }); }
//ルール画像つきのフェードアウト(オブジェクト単位にかけるのでテクスチャ描き込み効果なし) public virtual void RuleFadeOut(AdvEngine engine, AdvTransitionArgs data, Action onComplete) { UguiTransition transition = this.gameObject.AddComponent <UguiTransition>(); transition.UnscaledTime = Engine.Time.Unscaled; transition.RuleFadeOut( engine.EffectManager.FindRuleTexture(data.TextureName), data.Vague, false, data.GetSkippedTime(engine), () => { transition.RemoveComponentMySelf(false); if (onComplete != null) { onComplete(); } }); }
//ルール画像つきのフェードアウト public override void RuleFadeOut(AdvEngine engine, AdvTransitionArgs data, Action onComplete) { UguiTransition transition = this.gameObject.AddComponent <UguiTransition>(); transition.RuleFadeOut( engine.EffectManager.FindRuleTexture(data.TextureName), data.Vague, RenderTextureSpace.RenderTextureType == AdvRenderTextureMode.Image, data.GetSkippedTime(engine), () => { transition.RemoveComponentMySelf(false); RawImage.SetAlpha(0); if (onComplete != null) { onComplete(); } }); }
//ルール画像つきのフェードアウト public void RuleFadeOut(AdvEngine engine, AdvTransitionArgs data, Action onComplete) { if (TargetObject == null) { if (onComplete != null) { onComplete(); } Clear(); return; } RenderObject.RuleFadeOut( engine, data, () => { if (onComplete != null) { onComplete(); } Clear(); }); }
public virtual void RuleFadeIn(AdvEngine engine, AdvTransitionArgs data, Action onComplete) {