/// <summary> /// 老照片效果 /// </summary> public EffectPiece OldPhoto() { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.OldPhoto()); return(new EffectPiece(id++, effects)); }
/// <summary> /// 等待 /// </summary> /// <param name="time">时长s</param> public EffectPiece Wait(float time) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.Wait(time)); return(new EffectPiece(id++, effects)); }
/// <summary> /// 蒙版 /// </summary> /// <param name="maskName">蒙版图</param> public EffectPiece Mask(string maskName) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.Masking(maskName)); return(new EffectPiece(id++, effects)); }
public EffectPiece SetLive2dExpression(int depth, int expression) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.ChangeLive2dExpression(depth, expression)); return(new EffectPiece(id++, effects)); }
/// <summary> /// 窗口抖动(含UI) /// </summary> /// <param name="time">持续时间s,0则为永久</param> /// <param name="v">震动量</param> /// <param name="freq">每秒震动次数</param> public EffectPiece WindowVibration(float time = 0.5f, float v = 0.01f, int freq = 100) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.WindowShake(v, freq, time)); return(new EffectPiece(id++, effects)); }
/// <summary> /// 预渐变背景 /// </summary> /// <returns></returns> public EffectPiece PreTransBackground() { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.PreTransByDepth(-1)); return(new EffectPiece(id++, effects)); }
/// <summary> /// 移除精灵 /// </summary> /// <param name="depth">层号</param> /// <param name="delete">是否完全移除</param> public EffectPiece RemoveSprite(int depth, bool delete = true) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.Remove(depth, delete)); return(new EffectPiece(id++, effects)); }
/// <summary> /// 移动立绘(从当前位置移动) /// </summary> /// <param name="depth">目标所在的层级</param> /// <param name="x">目标位置的x轴坐标</param> /// <param name="y">目标位置的y轴坐标</param> /// <param name="time">移动的时间,默认0.5s</param> public EffectPiece MoveCharacterSprite(int depth, float x, float y, float time = 0.5f) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.MoveByDepth(depth, new Vector3(x, y), time)); return(new EffectPiece(id++, effects)); }
/// <summary> /// 直接渐变立绘(预设坐标) /// </summary> /// <param name="depth">目标所在的层级</param> /// <param name="spriteName">新显示的图片名</param> /// <param name="position">新图片的位置,默认middle</param> /// <param name="transtime">渐变时间,默认0.5s</param> public EffectPiece TransCharacterSprite(int depth, float transtime = 0.5f) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.TransByDepth(depth, transtime)); return(new EffectPiece(id++, effects)); }
/// <summary> /// 预渐变立绘(xy坐标) /// </summary> /// <param name="depth">目标所在的层级</param> /// <param name="spriteName">新显示的图片名</param> /// <param name="x">x轴坐标</param> /// <param name="y">y轴坐标</param> public EffectPiece PreTransSprite(int depth, string spriteName, float x, float y) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.PreTransByDepth(depth, spriteName, new Vector3(x, y))); return(new EffectPiece(id++, effects)); }
public EffectPiece MoveBackgroundBy(float x, float y, float time = 0.5f, bool sync = false) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.MoveByDepth(-1, new Vector3(x, y), time, sync)); return(new EffectPiece(id++, effects)); }
/// <summary> /// 预渐变立绘(预设坐标) /// </summary> /// <param name="depth">目标所在的层级</param> /// <param name="spriteName">新显示的图片名</param> /// <param name="position">新图片的位置</param> public EffectPiece PreTransCharacterSprite(int depth, string spriteName, string position = "middle") { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.PreTransByDepth(depth, spriteName, position)); return(new EffectPiece(id++, effects)); }
/// <summary> /// 移除背景(淡出) /// </summary> /// <param name="fadeout">原图淡出的时间,默认0.3s</param> public EffectPiece FadeoutBackground(float fadeout = 0.3f) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.FadeOutBackSprite(fadeout)); return(new EffectPiece(id++, effects)); }
/// <summary> /// 设置背景(不带有转换特效) /// </summary> /// <param name="spriteName">需要更改的背景图片名</param> public EffectPiece SetBackground(string spriteName) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.SetBackSprite(spriteName)); return(new EffectPiece(id++, effects)); }
//public EffectPiece ScaleBackground(float x, float y, float time = 0.5f, bool sync = false) //{ // Queue<NewImageEffect> effects = new Queue<NewImageEffect>(); // effects.Enqueue(NewEffectBuilder.ScaleToByDepth(-1, new Vector3(x, y, 1), time)); // return new EffectPiece(id++, effects); //} public EffectPiece ScaleBackground(float scale, float time = 0, bool sync = false) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.ScaleToByDepth(-1, new Vector3(scale, scale, 1), time)); return(new EffectPiece(id++, effects)); }
/// <summary> /// 淡出所有图片【需要与RemoveAllPic连用】 /// </summary> /// <param name="fadeout">淡出时间,默认0.3s</param> public EffectPiece FadeoutAllPic(float fadeout = 0.3f) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.FadeOutAll(fadeout)); return(new EffectPiece(id++, effects)); }
/// <summary> /// 与渐变所有图层 /// </summary> public EffectPiece PreTransAll() { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.PreTransAll()); return(new EffectPiece(id++, effects)); }
//public EffectPiece ScaleSprite(int depth, float x, float y, float time = 0f, bool sync = false) //{ // Queue<NewImageEffect> effects = new Queue<NewImageEffect>(); // effects.Enqueue(NewEffectBuilder.ScaleToByDepth(depth, new Vector3(x, y, 1), time)); // return new EffectPiece(id++, effects); //} public EffectPiece ScaleSprite(int depth, float scale, float time = 0f, bool sync = false) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.ScaleToByDepth(depth, new Vector3(scale, scale, 1), time)); return(new EffectPiece(id++, effects)); }
/// <summary> /// 预渐变立绘(预设坐标) /// </summary> /// <param name="depth">目标所在的层级</param> /// <param name="spriteName">新显示的图片名</param> /// <param name="position">新图片的位置</param> public EffectPiece PreTransSprite(int depth) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.PreTransByDepth(depth)); return(new EffectPiece(id++, effects)); }
public EffectPiece RotateCharacterSprite(int depth, float angle, float time = 0.5f, bool sync = false) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.RotateToByDepth(depth, new Vector3(0, 0, angle), time)); return(new EffectPiece(id++, effects)); }
/// <summary> /// 移动立绘(从当前位置移动) /// </summary> /// <param name="depth">目标所在层级</param> /// <param name="position">left | middle | right</param> /// <param name="time">移动时间,默认0.5s</param> public EffectPiece MoveCharacterSprite(int depth, string position, float time = 0.5f) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.MoveDefaultByDepth(depth, position, time)); return(new EffectPiece(id++, effects)); }
public EffectPiece FadeinVideoSprite(int depth, float fadein) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.FadeInByDepth(depth, fadein)); return(new EffectPiece(id++, effects)); }
/// <summary> /// 立绘震动 /// </summary> /// <param name="depth">震动对象</param> /// <param name="v">震动量</param> /// <param name="speed">每秒震动次数</param> /// <param name="time">持续时间</param> public EffectPiece SpriteVibration(int depth, float v = 10f, int freq = 100, float time = 0.5f) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.SpriteShakeByDepth(depth, v, freq, time)); return(new EffectPiece(id++, effects)); }
/// <summary> /// 将所有图层进行渐变 /// </summary> /// <param name="transtime"></param> public EffectPiece TransAll(float transtime = 0.5f) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.TransAll(transtime)); return(new EffectPiece(id++, effects)); }
/// <summary> /// 删除立绘 /// </summary> /// <param name="depth">目标所在的层级</param> /// <param name="fadeout">淡出的时间,默认0.3s</param> public EffectPiece FadeoutCharacterSprite(int depth, float fadeout = 0.3f) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.FadeOutByDepth(depth, fadeout)); return(new EffectPiece(id++, effects)); }
public EffectPiece RotateBackground(float angle, float time = 0f, bool sync = false) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.RotateToByDepth(-1, new Vector3(0, 0, angle), time)); return(new EffectPiece(id++, effects)); }
/// <summary> /// 设置背景(淡入) /// </summary> /// <param name="fadein">新图淡入的时间,默认0.3s</param> public EffectPiece FadeinBackground(string spriteName, float fadein = 0.3f) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.SetBackSprite(spriteName)); effects.Enqueue(NewEffectBuilder.FadeInBackSprite(fadein)); return(new EffectPiece(id++, effects)); }
/// <summary> /// 移动立绘(指定起点终点) /// </summary> /// <param name="depth">目标所在的层级</param> /// <param name="x_o">移动起点的x轴坐标</param> /// <param name="y_o">移动起点的y轴坐标</param> /// <param name="x">目标位置的x轴坐标</param> /// <param name="y">目标位置的y轴坐标</param> /// <param name="time">移动的时间,默认0.5s</param> /// <param name="sync">是否等待完成(异步)</param> public EffectPiece MoveCharacterSpriteFrom(int depth, float x_o, float y_o, float x, float y, float time = 0.5f, bool sync = false) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.SetPostionByDepth(depth, new Vector3(x_o, y_o))); effects.Enqueue(NewEffectBuilder.MoveByDepth(depth, new Vector3(x, y), time, sync)); return(new EffectPiece(id++, effects)); }
/// <summary> /// 渐变 /// </summary> /// <param name="transtime">转换时间</param> public EffectPiece TransBackground(float transtime = 0.5f) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); //effects.Enqueue(NewEffectBuilder.PreTransBackSprite(spriteName)); effects.Enqueue(NewEffectBuilder.TransByDepth(-1, transtime)); return(new EffectPiece(id++, effects)); }
/// <summary> /// 直接渐变立绘(xy坐标) /// </summary> /// <param name="depth">目标所在的层级</param> /// <param name="spriteName">新显示的图片名</param> /// <param name="x">x轴坐标</param> /// <param name="y">y轴坐标</param> /// <param name="transtime">渐变时间,默认0.5s</param> public EffectPiece TransCharacterSprite(int depth, string spriteName, float x, float y, float transtime = 0.5f) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.PreTransByDepth(depth, spriteName, new Vector3(x, y))); effects.Enqueue(NewEffectBuilder.TransByDepth(depth, transtime)); return(new EffectPiece(id++, effects)); }