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; } } }
// 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; } } }