/// <summary> /// 发牌动画 /// </summary> /// <returns></returns> public IEnumerator GiveCardAct() { left.gameObject.SetActive(true); top.gameObject.SetActive(true); right.gameObject.SetActive(true); down.gameObject.SetActive(true); for (int i = 0; i < cardStack.Length; i++) { if (i % 2 == 0) { left.DOMove(left.position + Vector3.left * giveCardfOffect, interval * 0.5f); right.DOMove(right.position + Vector3.right * giveCardfOffect, interval * 0.5f); top.DOMove(top.position + Vector3.up * giveCardfOffect, interval * 0.5f); down.DOMove(down.position + Vector3.down * giveCardfOffect, interval * 0.5f); } else { left.DOMove(left.position - Vector3.left * giveCardfOffect, interval * 0.5f); right.DOMove(right.position - Vector3.right * giveCardfOffect, interval * 0.5f); top.DOMove(top.position - Vector3.up * giveCardfOffect, interval * 0.5f); down.DOMove(down.position - Vector3.down * giveCardfOffect, interval * 0.5f); } cardStackImage.overrideSprite = cardStack[i] as Sprite; yield return(new WaitForSeconds(interval)); } cardStackImage.gameObject.SetActive(false); left.gameObject.SetActive(false); top.gameObject.SetActive(false); right.gameObject.SetActive(false); down.gameObject.SetActive(false); panle.SetActive(false); cc.isStart = true; cc.SetAllBtn(); HitCardControl.Instance.isStartHit = true; }