/// <summary> /// 移动立绘(从设置的坐标开始移动) /// </summary> /// <param name="depth">目标所在的层级</param> /// <param name="x_o">移动起点的x轴坐标</param> /// <param name="y_o">移动起点的y轴坐标</param> /// <param name="x">目标位置的x轴坐标</param> /// <param name="y">目标位置的y轴坐标</param> /// <param name="time">移动的时间,默认0.5s</param> public EffectPiece MoveCharacterSprite(int depth, float x_o, float y_o, float x, float y, float time = 0.5f) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.SetPostionByDepth(depth, new Vector3(x_o, y_o))); effects.Enqueue(NewEffectBuilder.MoveByDepth(depth, new Vector3(x, y), time)); return(new EffectPiece(id++, effects)); }
/// <summary> /// 移动背景(指定起点终点) /// </summary> /// <param name="x_o">移动起点的x轴坐标</param> /// <param name="y_o">移动起点的y轴坐标</param> /// <param name="x">目标位置的x轴坐标</param> /// <param name="y">目标位置的y轴坐标</param> /// <param name="time">移动的时间,默认0.5s</param> /// <param name="sync">是否等待完成(异步)</param> public EffectPiece MoveBackgroundFrom(float x_o, float y_o, float x, float y, float time = 0.5f, bool sync = false) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.SetPostionByDepth(-1, new Vector3(x_o, y_o))); effects.Enqueue(NewEffectBuilder.MoveByDepth(-1, new Vector3(x, y), time, sync)); return(new EffectPiece(id++, effects)); }
public EffectPiece SetVideoSprite(int depth, string filename, float alpha = 1) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.SetSpriteByDepth(depth, filename, true)); effects.Enqueue(NewEffectBuilder.SetAlphaByDepth(depth, alpha)); effects.Enqueue(NewEffectBuilder.SetPostionByDepth(depth, new Vector3(0, 0))); return(new EffectPiece(id++, effects)); }
/// <summary> /// 设置立绘(带坐标) /// </summary> /// <param name="depth">目标所在的层级</param> /// <param name="spriteName">需要更改的背景图片名</param> /// <param name="x">x轴坐标</param> /// <param name="y">y轴坐标</param> public EffectPiece SetSprite(int depth, string spriteName, float alpha = 1, int x = 0, int y = 0) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.SetSpriteByDepth(depth, spriteName)); effects.Enqueue(NewEffectBuilder.SetAlphaByDepth(depth, alpha)); effects.Enqueue(NewEffectBuilder.SetPostionByDepth(depth, new Vector3(x, y))); return(new EffectPiece(id++, effects)); }
public EffectPiece SetMovieBackground(string filename, bool isLoop = true, float alpha = 1, int x = 0, int y = 0) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.SetMovieSprite(-1, filename, isLoop)); effects.Enqueue(NewEffectBuilder.SetAlphaByDepth(-1, alpha)); effects.Enqueue(NewEffectBuilder.SetPostionByDepth(-1, new Vector3(x, y))); return(new EffectPiece(id++, effects)); }
/// <summary> /// 设置立绘(带坐标淡入) /// </summary> /// <param name="depth">目标所在的层级</param> /// <param name="spriteName">需要更改的背景图片名</param> /// <param name="x">x轴坐标</param> /// <param name="y">y轴坐标</param> /// <param name="fadein">淡入的时间,默认0.3s</param> public EffectPiece SetCharacterSprite(int depth, string spriteName, float x, float y, float fadein = 0.3f) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.SetSpriteByDepth(depth, spriteName)); effects.Enqueue(NewEffectBuilder.SetAlphaByDepth(depth, 0)); effects.Enqueue(NewEffectBuilder.SetPostionByDepth(depth, new Vector3(x, y))); effects.Enqueue(NewEffectBuilder.FadeInByDepth(depth, fadein)); return(new EffectPiece(id++, effects)); }
public EffectPiece SetMovieCG(string spriteName, bool isLoop = true, float alpha = 1, int x = 0, int y = 0) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.SetSpriteByDepth(-1, spriteName)); effects.Enqueue(NewEffectBuilder.SetAlphaByDepth(-1, alpha)); effects.Enqueue(NewEffectBuilder.SetPostionByDepth(-1, new Vector3(x, y))); effects.Enqueue(NewEffectBuilder.UnlockGallery(spriteName)); return(new EffectPiece(id++, effects)); }
public EffectPiece FadeinLive2dSprite(int depth, string modelName, int x = 0, int y = 0, float fadein = 0.5f) { Queue <NewImageEffect> effects = new Queue <NewImageEffect>(); effects.Enqueue(NewEffectBuilder.SetLive2dSpriteByDepth(depth, modelName)); effects.Enqueue(NewEffectBuilder.SetAlphaByDepth(depth, 0)); effects.Enqueue(NewEffectBuilder.SetPostionByDepth(depth, new Vector3(x, y))); effects.Enqueue(NewEffectBuilder.FadeInByDepth(depth, fadein)); return(new EffectPiece(id++, effects)); }