Exemple #1
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        /// <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));
        }
Exemple #2
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        /// <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));
        }
Exemple #3
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        /// <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));
        }
Exemple #4
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        public EffectPiece SetLive2dExpression(int depth, int expression)
        {
            Queue <NewImageEffect> effects = new Queue <NewImageEffect>();

            effects.Enqueue(NewEffectBuilder.ChangeLive2dExpression(depth, expression));
            return(new EffectPiece(id++, effects));
        }
Exemple #5
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        /// <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));
        }
Exemple #6
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        /// <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));
        }
Exemple #7
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        /// <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));
        }
Exemple #8
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        /// <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));
        }
Exemple #9
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        /// <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));
        }
Exemple #10
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        /// <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));
        }
Exemple #11
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        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));
        }
Exemple #13
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        /// <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));
        }
Exemple #14
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        /// <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));
        }
Exemple #15
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        //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));
        }
Exemple #16
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        /// <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));
        }
Exemple #17
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        /// <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));
        }
Exemple #18
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        //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));
        }
Exemple #19
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        /// <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));
        }
Exemple #20
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        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));
        }
Exemple #21
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        /// <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));
        }
Exemple #22
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        public EffectPiece FadeinVideoSprite(int depth, float fadein)
        {
            Queue <NewImageEffect> effects = new Queue <NewImageEffect>();

            effects.Enqueue(NewEffectBuilder.FadeInByDepth(depth, fadein));
            return(new EffectPiece(id++, effects));
        }
Exemple #23
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        /// <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));
        }
Exemple #24
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        /// <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));
        }
Exemple #25
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        /// <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));
        }
Exemple #26
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        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));
        }
Exemple #27
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        /// <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));
        }
Exemple #28
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        /// <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));
        }
Exemple #29
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        /// <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));
        }
Exemple #30
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        /// <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));
        }