Esempio n. 1
0
    void PlayNext()
    {
        if (callBackBlurred != null)
        {
            callBackBlurred.onBlurredFinish -= OnBlurredFinish;
        }

        MUIBlurredSprite[] blurredSprites = select1.GetComponentsInChildren <MUIBlurredSprite>();

        for (int i = 0; i < blurredSprites.Length; i++)
        {
            blurredSprites[i].GetComponent <UISprite> ().height = (int)(blurredSprites[i].GetSpriteOriHeight());
        }
        select1.gameObject.SetActive(false);
        select2.gameObject.SetActive(true);
        blurredSprites = select2.GetComponentsInChildren <MUIBlurredSprite>();
        for (int i = 0; i < blurredSprites.Length; i++)
        {
            blurredSprites[i].heightCurve = forwardHeightCurve;
            blurredSprites[i].alphaCurve  = forwardAlphaCurve;

            blurredSprites[i].PlayForward();
            blurredSprites[i].GetComponent <UISprite>().height = 0;

            if (i == 0)
            {
                //在这里可以重复使用callBackBlurred
                callBackBlurred = blurredSprites[i];
                callBackBlurred.onBlurredFinish += OnTotalFinish;
            }
        }
    }
Esempio n. 2
0
    //
    public void BeginChangePlayer(Transform target1, Transform target2)
    {
        IsMotion = true;

        NGUITools.SetActive(target1.gameObject, true);
        if (!target1.name.Equals(target2.name))
        {
            NGUITools.SetActive(target2.gameObject, false);
        }

        this.select1 = target1;
        this.select2 = target2;

        MUIBlurredSprite[] blurredSprites = select1.GetComponentsInChildren <MUIBlurredSprite>();

        for (int i = 0; i < blurredSprites.Length; i++)
        {
            blurredSprites[i].GetComponent <UISprite> ().enabled = true;

            blurredSprites[i].heightCurve = reverseHeightCurve;
            blurredSprites[i].alphaCurve  = reverseAlphaCurve;
            blurredSprites[i].PlayReverse();
            if (i == 0)
            {
                callBackBlurred = blurredSprites[i];
                blurredSprites[i].onBlurredFinish += OnBlurredFinish;
            }
        }
    }