void OpenActiveChestHandle(object eventArg) { //CloseReceiveRewardInfo(); SMsgOpenActiveChestSC sMsgOpenActiveChestSC = (SMsgOpenActiveChestSC)eventArg; //动画特效 GameObject eff = (GameObject)Instantiate(Eff_UI_Settlement_Box_Prefab); eff.transform.parent = RewardInfo.transform.parent; eff.transform.localPosition = Button_ReceiveReward.transform.localPosition + Vector3.forward * -10f; eff.transform.localScale = Vector3.one * 0.62f; //需求指明缩小到62% eff.AddComponent <DestroySelf>(); //奖励动画 GameObject empty = new GameObject(); empty.transform.position = Button_ReceiveReward.transform.position; empty.transform.parent = Button_Exit.transform.parent; Vector3 startPos = Button_Exit.transform.parent.localPosition + empty.transform.localPosition + Vector3.forward * -20; Vector3 endPos = Button_Exit.transform.parent.localPosition + Button_Exit.transform.localPosition + Vector3.forward * -20; Destroy(empty); if (Label_ChestType_Txt1.gameObject.activeInHierarchy) { GameObject rewardGo = CreatObjectToNGUI.InstantiateObj(GetDailyTaskRewardAnimationPrefab, transform); GetDailyTaskRewardAnimation rewardAnimation = rewardGo.GetComponent <GetDailyTaskRewardAnimation>(); rewardAnimation.Show(Switch_ChestType_1.GetComponent <UISprite>().spriteName, startPos, Label_ChestType_Value1.text, endPos); } if (Label_ChestType_Txt2.gameObject.activeInHierarchy) { GameObject rewardGo = CreatObjectToNGUI.InstantiateObj(GetDailyTaskRewardAnimationPrefab, transform); GetDailyTaskRewardAnimation rewardAnimation = rewardGo.GetComponent <GetDailyTaskRewardAnimation>(); rewardAnimation.Show(Switch_ChestType_2.GetComponent <UISprite>().spriteName, startPos, Label_ChestType_Value2.text, endPos); } StartCoroutine("DestroyChest"); }