//deprecated public void FlipFinal(float delay = 0f, bool withAnimation = true) { /* #region NEW_ADD * int sceneIndex = UnityEngine.SceneManagement.SceneManager.GetActiveScene ().buildIndex; * if (sceneIndex != (int)EScene.SCENE_Demo) { * return; * } #endregion */ Vector3 oldPos = transform.position; if (withAnimation) { _flipActionList.Clear(); FiniteTimeAction delayTime = null; if (delay > 0f) { delayTime = DelayTime.Create(delay); } //上移 FiniteTimeAction mby = MoveBy.Create(0.2f, Vector3.up * 10f); //翻过来 FiniteTimeAction mbt1 = RotateBy.Create(0.2f, Vector3.forward, 180f, Space.Self); //下移到原来的地方 FiniteTimeAction mbt2 = MoveTo.Create(0.2f, oldPos); FiniteTimeAction mbt3 = MoveTo.Create(0.2f, Vector3.up * 5f); FiniteTimeAction mbt4 = RotateTo.Create(0.2f, Vector3.zero); FiniteTimeAction mbt5 = InvokeAction.Create(delegate(GameObject target, object userdata) { //TableController.Instance.SetCurrentPlayedTile (this); }); if (delayTime != null) { _flipActionList.Add(delayTime); } _flipActionList.Add(mby); _flipActionList.Add(mbt1); _flipActionList.Add(mbt2); _flipActionList.Add(mbt3); _flipActionList.Add(mbt4); _flipActionList.Add(mbt5); ActionManager.Instance.RunAction(gameObject, _flipActionList); } else { //transform.Rotate (Vector3.forward, 180f, Space.Self); transform.rotation = Quaternion.identity; transform.position = Vector3.up * 5f; //TableController.Instance.SetCurrentPlayedTile (this); } }
public void Insert(Vector3 dstPosition, bool isLocal = false) { _insertActionList.Clear(); FiniteTimeAction mby = MoveBy.Create(0.1f, Vector3.up * MahjongTile.Thickness, isLocal); FiniteTimeAction mbt1 = MoveTo.Create(0.2f, dstPosition + Vector3.up * MahjongTile.Thickness, isLocal); FiniteTimeAction mbt2 = MoveTo.Create(0.1f, dstPosition, isLocal); _insertActionList.Add(mby); _insertActionList.Add(mbt1); _insertActionList.Add(mbt2); ActionManager.Instance.RunAction(gameObject, _insertActionList); }
//deprecated public void Flip(float delay = 0f, bool withAnimation = true) { /* #region NEW_ADD * int sceneIndex = UnityEngine.SceneManagement.SceneManager.GetActiveScene ().buildIndex; * if (sceneIndex != (int)EScene.SCENE_Demo) { * return; * } #endregion */ Vector3 oldPos = transform.position; if (withAnimation) { _flipActionList.Clear(); FiniteTimeAction delayTime = null; if (delay > 0f) { delayTime = DelayTime.Create(delay); } //上移 FiniteTimeAction mby = MoveBy.Create(0.2f, Vector3.up * 10f); //翻过来 FiniteTimeAction mbt1 = RotateBy.Create(0.2f, Vector3.forward, 180f, Space.Self); //下移到原来的地方 FiniteTimeAction mbt2 = MoveTo.Create(0.2f, oldPos); if (delayTime != null) { _flipActionList.Add(delayTime); } _flipActionList.Add(mby); _flipActionList.Add(mbt1); _flipActionList.Add(mbt2); ActionManager.Instance.RunAction(gameObject, _flipActionList); } else { transform.Rotate(Vector3.forward, 180f, Space.Self); } }
void CallFuncTest() { btn_text.text = "点击停止"; var action = Sequence.Create( CallFunc.Create(CallBackO, "延时0.5秒"), DelayTime.Create(0.5f), CallFunc.Create(CallBackO, "图片移动"), MoveTo.Create(1f, 200, 100).InitSubjectTransform(image.transform), MoveTo.Create(1f, 0, 0).InitSubjectTransform(image.transform), CallFunc.Create(CallBackO, "颜色渐变"), ColorTo.Create(0.5f, 1, 0, 0, 1f).InitSubjectComponent(image), ColorTo.Create(0.5f, 0, 1, 0, 1f).InitSubjectComponent(image), ColorTo.Create(0.5f, 0, 0, 1, 1f).InitSubjectComponent(image), CallFunc.Create(CallBackO, "颜色reset"), ColorTo.Create(0.5f, 1, 1, 1, 1).InitSubjectComponent(image), CallFunc.Create(CallBackO, "渐隐"), FadeOut.Create(1f).InitSubjectComponent(image), CallFunc.Create(CallBackO, "渐出"), FadeIn.Create(1f).InitSubjectComponent(image), CallFunc.Create(CallBackO, "1秒闪烁5次"), Blink.Create(1f, 5), CallFunc.Create(CallBackO, "二阶贝塞尔曲线"), BezierTo.Create(2.0f, new Vector3(200, 100, 0), new Vector3(-100, 50, 0), new Vector3(100, 80, 0)).InitSubjectTransform(image.transform), CallFunc.Create(CallBackO, "移动回原点"), MoveTo.Create(1f, 0, 0).InitSubjectTransform(image.transform), CallFunc.Create(CallBackO, "边移动边放大"), Spawn.Create(MoveTo.Create(1.0f, 200, 100f), ScaleTo.Create(1.0f, 3.0f, 3.0f, 3.0f)), CallFunc.Create(CallBackO, "缩放位置回原位"), Spawn.Create(MoveTo.Create(1.0f, 0, 0), ScaleTo.Create(1.0f, 1f, 1f, 1f)), NumberBy.Create(2.0f, "数字跳跃,从100到200:{0:f2}", 100, 100).InitSubjectComponent(text), DelayTime.Create(0.5f), NumberTo.Create(2.0f, "数字跳跃,从200到0:{0:f2}", 200, 0).InitSubjectComponent(text), DelayTime.Create(0.5f), CallFunc.Create(CallBackO, "Image Filled"), FillAmountTo.Create(1.5f, 0f).InitSubjectComponent(image), FillAmountTo.Create(1.5f, 1.0f).InitSubjectComponent(image), CallFunc.Create(CallBackO, "reset"), CallFunc.Create(CallBackO, "旋转 放大2倍,复原。重复3次"), Repeat.Create(Spawn.Create( RotationBy.Create(1.0f, 0, 0, 360f), Sequence.Create( ScaleTo.Create(0.5f, 2.0f, 2.0f, 2.0f), ScaleTo.Create(0.5f, 1.0f, 1.0f, 1.0f))).InitSubjectTransform(image.transform), 3), ExtraAction.Create() ); float toX = 300f; var easeAction = Sequence.Create( CallFunc.Create(CallBackO, "变速运动演示,图一正常,图二是变速运动"), DelayTime.Create(1f), CallFunc.Create(CallBackO, "当前变速是EaseIn"), DelayTime.Create(0.5f), Spawn.Create( MoveBy.Create(1.0f, toX, 0f, 0f).InitSubjectTransform(image.transform), EaseIn.Create(MoveBy.Create(1.0f, toX, 0f, 0f).InitSubjectTransform(image2.transform), 3f)), CallFunc.Create(CallBackO, "复位"), Spawn.Create( MoveBy.Create(1.0f, -toX, 0f, 0f).InitSubjectTransform(image.transform), EaseIn.Create(MoveBy.Create(1.0f, -toX, 0f, 0f).InitSubjectTransform(image2.transform), 3f)), CallFunc.Create(CallBackO, "当前变速是EaseOut"), DelayTime.Create(0.5f), Spawn.Create( MoveBy.Create(1.0f, toX, 0f, 0f).InitSubjectTransform(image.transform), EaseOut.Create(MoveBy.Create(1.0f, toX, 0f, 0f).InitSubjectTransform(image2.transform), 3f)), CallFunc.Create(CallBackO, "复位"), Spawn.Create( MoveBy.Create(1.0f, -toX, 0f, 0f).InitSubjectTransform(image.transform), EaseOut.Create(MoveBy.Create(1.0f, -toX, 0f, 0f).InitSubjectTransform(image2.transform), 3f)), CallFunc.Create(CallBackO, "当前变速是EaseInOut"), DelayTime.Create(0.5f), Spawn.Create( MoveBy.Create(1.0f, toX, 0f, 0f).InitSubjectTransform(image.transform), EaseInOut.Create(MoveBy.Create(1.0f, toX, 0f, 0f).InitSubjectTransform(image2.transform), 3f)), CallFunc.Create(CallBackO, "复位"), Spawn.Create( MoveBy.Create(1.0f, -toX, 0f, 0f).InitSubjectTransform(image.transform), EaseInOut.Create(MoveBy.Create(1.0f, -toX, 0f, 0f).InitSubjectTransform(image2.transform), 3f)), CallFunc.Create(CallBackO, "变速运动未完待续"), DelayTime.Create(1f), ExtraAction.Create() ); CCActionManager.Instance.AddAction(Sequence.Create(action, easeAction, CallFunc.Create(CallBackEnd)), transform); }
//deprecated later for lua IEnumerator shuffleAndInitPocket(/*GameInitPush? gip*/) { Debug.Log("!!!!!!!!!!!!!!!!!!!!!shuffleAndInitPocket"); int a = 3; //gip.Value.Dice (0); int b = 5; //gip.Value.Dice (1); _shuffle_initpocket_state = 0; //UIControllerGame.Instance.SetPaiRestInfo (_wall.Count); //UIControllerGame.Instance.RefreshPaiRestInfo (); Transform dice = poolMahjongRes.Spawn("DiceGroup"); ActionBase act = MoveBy.Create(1f, Vector3.down * MahjongTile.Height * 2); ActionManager.Instance.RunAction(_slot.gameObject, act); yield return(new WaitForSeconds(1f)); for (int i = 0; i < _playPlayers.Length; ++i) { _players [i] = _playPlayers [i]; } //hard code if (_playPlayers [_dealerIndex] == _self) { for (int i = 0; i < _playPlayers.Length; ++i) { if (_playPlayers [i] != _self) { for (int j = 0; j < 13; ++j) { _playPlayers [i].Proxy.PocketList.Add(TileDef.Create()); } } } } else { for (int i = 0; i < _playPlayers.Length; ++i) { if (_playPlayers [i] != _self) { if (i == _dealerIndex) { for (int j = 0; j < 14; ++j) { _playPlayers [j].Proxy.PocketList.Add(TileDef.Create()); } } else { for (int j = 0; j < 13; ++j) { _playPlayers [j].Proxy.PocketList.Add(TileDef.Create()); } } } } } if (_playPlayers.Length == 3) { if (_players [0] == _self) { _players [3] = _players [2]; _players [2] = _front; } else if (_players [1] == _self) { _players [3] = _front; } else if (_players [2] == _self) { _players [0] = _right; _players [1] = _front; _players [2] = _left; _players [3] = _self; } } //dealer and opposite dealer are 14 tons, others are 13tons _pile.RebuildStack(a, b, 108, 0, 0); int offset = _self.SetupStack(_pile, 0, 14 * 2); offset += _right.SetupStack(_pile, offset, 13 * 2); offset += _front.SetupStack(_pile, offset, 14 * 2); _left.SetupStack(_pile, offset, 13 * 2); act = MoveTo.Create(1f, _slotOriginal); ActionManager.Instance.RunAction(_slot.gameObject, act); yield return(new WaitForSeconds(1f)); // dice sound //AudioManager.Instance.PlaySound (AudioManager.Instance.Tou_Zi); DiceController.Instance.ThrowDice(a, b); Debug.Log("******" + DiceController.Instance.DiceDone); yield return(new WaitUntil(() => DiceController.Instance.DiceDone == true)); Debug.Log("Dice -> " + a + "," + b); for (int i = 0; i < 4; ++i) { _playPlayers [i].InitDraw(i == _dealerIndex); } //TableController.Instance.SetCurrentPlayer (GetPlayerDisplayIndex (_playPlayers [0])); // despawn dice poolMahjongRes.Despawn(dice, poolMahjongRes.transform); for (int i = 0; i < 4; ++i) { yield return(new WaitUntil(() => _playPlayers [i].InitDrawFinished == true)); } _shuffle_initpocket_state = 1; //UIControllerGame.Instance.OpenRefreshButton (); Debug.Log("@shuffleAndInitPocket"); }
public MoveBy Reverse() { return(MoveBy.Create(Duration, new Vector3(-PositionDelta.x, -PositionDelta.y, -PositionDelta.z))); }