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> /// 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> /// 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)); }