public override void execute() { txUIObject window = mReceiver as txUIObject; WindowComponentAlpha componentAlpha = window.getFirstComponent <WindowComponentAlpha>(); if (componentAlpha != null) { componentAlpha.setActive(true); componentAlpha.setFadingCallback(mFadingCallback, mFadingData); componentAlpha.setFadeDoneCallback(mFadeDoneCallBack, mFadeDoneData); componentAlpha.start(mStartAlpha, mTargetAlpha, mFadeTime, mTimeOffset); } }
public override void execute() { ComponentOwner obj = mReceiver as ComponentOwner; WindowComponentAlpha component = obj.getComponent(out component); // 停止其他相关组件 obj.breakComponent <IComponentModifyAlpha>(component.GetType()); component.setTremblingCallback(mTremblingCallBack); component.setTrembleDoneCallback(mTrembleDoneCallBack); component.setActive(true); component.setStartAlpha(mStartAlpha); component.setTargetAlpha(mTargetAlpha); component.play(mName, mLoop, mOnceLength, mOffset, mFullOnce, mAmplitude); }
public override void execute() { txUIObject window = mReceiver as txUIObject; WindowComponentAlpha comTrembling = window.getFirstComponent <WindowComponentAlpha>(); if (comTrembling != null) { comTrembling.setTremblingCallback(mTremblingCallBack, mTremblingUserData); comTrembling.setTrembleDoneCallback(mTrembleDoneCallBack, mTrembleDoneUserData); comTrembling.setActive(true); comTrembling.setStartAlpha(mStartAlpha); comTrembling.setTargetAlpha(mTargetAlpha); comTrembling.play(mName, mLoop, mOnceLength, mOffset, mFullOnce, mAmplitude); } }
public override void execute() { txUIObject obj = mReceiver as txUIObject; WindowComponentAlpha component = obj.getComponent(out component); // 停止其他相关组件 obj.breakComponent <IComponentModifyAlpha>(component.GetType()); component.setTremblingCallback(mTremblingCallBack); component.setTrembleDoneCallback(mTrembleDoneCallBack); component.setActive(true); component.setStartAlpha(mStartAlpha); component.setTargetAlpha(mTargetAlpha); component.play(mName, mLoop, mOnceLength, mOffset, mFullOnce, mAmplitude); if (component.getState() == PLAY_STATE.PS_PLAY) { // 需要启用组件更新时,则开启组件拥有者的更新,后续也不会再关闭 obj.setEnable(true); } }