コード例 #1
0
ファイル: UIMaryManger.cs プロジェクト: Pircs/DafuhaoProject
        /// <summary>
        /// 播放结果动画
        /// </summary>
        void OnPlayResult(int index, AniType atype)
        {
            GameObject border = o_table3[index].transform.FindChild("frame").FindChild("border").gameObject;
            GameObject result = o_table3[index].transform.FindChild("result").FindChild("result").gameObject;
            GameObject light  = o_table3[index].transform.FindChild("result").FindChild("light").gameObject;
            GameObject img    = o_table3[index].transform.FindChild("img").gameObject;

            border.SetActive(true);

            if (img.activeSelf)
            {
                img.SetActive(false);
            }
            if (atype == AniType.Result)
            {
                border.GetComponent <UIAnimation>().m_bRepeatTimes  = 10;
                border.GetComponent <UIAnimation>().m_fPerFrameTime = 0.22f;
                light.SetActive(false);
                result.SetActive(true);
                result.GetComponent <UIAnimation>().Play();
            }
            else if (atype == AniType.Light)
            {
                border.GetComponent <UIAnimation>().m_bRepeatTimes  = 1;
                border.GetComponent <UIAnimation>().m_fPerFrameTime = 0.3f;
                result.SetActive(false);
                light.SetActive(true);
                light.GetComponent <UIAnimation>().Play();
            }
            border.GetComponent <UIAnimation>().Play();
        }
コード例 #2
0
 public AnimationData getAniName(AniType at)
 {
     if (mAniDataList.Count == 0)
     {
         Init();
     }
     return(mAniDataList[at]);
 }
コード例 #3
0
ファイル: Actor.cs プロジェクト: yabos/BattleMasters
    public void PlayAnimation(AniType eActiveAni)
    {
        if (AniState == eActiveAni)
        {
            return;
        }

        Anim.Play(ClipName[(int)eActiveAni], 0, 0f);
        AniState = eActiveAni;
    }
コード例 #4
0
ファイル: AniMate.cs プロジェクト: bfowle/Ani.Mate
        // ---------------------------------------- //
        // CONSTRUCTOR

        public AniProp(AniValue v, AniMator m, AniType t, float d, DefaultCallback c, float s, System.Object a, Hashtable o) {
            value = v;
            mator = m;
            type = t;
            duration = d;
            callback = c;
            startTime = s;
            argument = a;
            options = o;
        }
コード例 #5
0
    //播放动画时会被打断
    public void PlayAniCanBreak(int frist, int end, AniType type, int speed)
    {
        frameLoop[0] = frist;
        frameLoop[1] = end;

        currentType = type;
        anispeed    = speed;

        currentframe = frist;

        isPlay = true;
    }
コード例 #6
0
ファイル: AniController.cs プロジェクト: AlayaElla/sangharama
    //播放动画的简便方法,读取对应skin中的帧数
    public void PlayAniBySkin(string name, AniType type, int speed)
    {
        frameLoop[0] = aniskin.ActionList[name][0];
        frameLoop[1] = aniskin.ActionList[name][1];

        currentType = type;
        anispeed    = speed;

        currentframe = aniskin.ActionList[name][0];

        isPlay = true;
    }
コード例 #7
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    public void SetAnimaiton(AniType type)
    {
        switch (type)
        {
        case AniType.Attack:
            animator.Play(type.ToString(), -1, 0);
            break;

        default:
            animator.Play(type.ToString());
            break;
        }
    }
コード例 #8
0
ファイル: PanelSlider.cs プロジェクト: luffyGame/source
        public void Play(AniType aniType, Action handler = null)
        {
            bool    playAni   = true;
            Vector2 targetPos = Vector2.zero;

            switch (aniType)
            {
            case AniType.SHOW_MOVE_LEFT:
                RcTrans.anchoredPosition = new Vector2(RcTrans.rect.width, 0);
                targetPos = Vector2.zero;
                break;

            case AniType.SHOW_MOVE_RIGHT:
                RcTrans.anchoredPosition = new Vector2(-RcTrans.rect.width, 0);
                targetPos = Vector2.zero;
                break;

            case AniType.HIDE_MOVE_LEFT:
                RcTrans.anchoredPosition = Vector2.zero;
                targetPos = new Vector2(-RcTrans.rect.width, 0);
                break;

            case AniType.HIDE_MOVE_RIGHT:
                RcTrans.anchoredPosition = Vector2.zero;
                targetPos = new Vector2(RcTrans.rect.width, 0);
                break;

            default:
                playAni = false;
                break;
            }
            if (playAni)
            {
                Global.Instance.UiTopMask.SetActive(true);
                RcTrans.DOAnchorPos(targetPos, 0.5f).SetEase(Ease.InQuart).OnComplete(() =>
                {
                    Global.Instance.UiTopMask.SetActive(false);
                    if (null != handler)
                    {
                        handler();
                    }
                });
            }
        }
コード例 #9
0
    //播放动画需要等待当前动画播放完成
    public void PlayAni(int frist, int end, AniType type, int speed)
    {
        if (!isPlay)
        {
            frameLoop[0] = frist;
            frameLoop[1] = end;

            currentframe = frist;
        }
        else
        {
            nextframeLoop[0] = frist;
            nextframeLoop[1] = end;
        }

        currentType = type;
        anispeed    = speed;

        isPlay = true;
    }
コード例 #10
0
    void PlayAni(AniType action)
    {
        if ((isRun || isAttackRunning) && (int)AniType.Idle == action)
        {
            m_Anim.SetBool("Idle", false);
            return;
        }

        for (int idx = 0; idx < (int)AniType.Max; idx++)
        {
            if (idx == (int)AniType.Attack && idx == (int)action)
            {
                if (!isAttacking && PV.IsMine)
                {
                    StartCoroutine("AttackAniCheck");
                    //m_Anim.SetBool(AniActionList[idx], false);
                    //m_Anim.SetBool("Idle", true);
                    continue;
                }
                else
                {
                    continue;
                }
            }
            else
            if (idx == (int)action)
            {
                m_Anim.SetBool(AniActionList[idx], true);
            }
            else
            {
                m_Anim.SetBool(AniActionList[idx], false);
            }
        }

        curAniType = action;
    }
コード例 #11
0
        public void Play(AniType at, bool isReset = false)
        {
            AnimationData ad = AnimationManager.instance.getAniName(at);

            Play(ad.nKeyName);
        }
コード例 #12
0
ファイル: Actor.cs プロジェクト: yabos/BattleMasters
 public void SetAnimationSpeed(AniType eActiveAni, float fSeepd = 1.0f)
 {
     Anim.speed = fSeepd;
 }
コード例 #13
0
ファイル: Actor.cs プロジェクト: yabos/BattleMasters
 public string GetAniTypeClip(AniType aniType)
 {
     return(ClipName[(int)aniType]);
 }
コード例 #14
0
 void StopAni(AniType action)
 {
     m_Anim.SetBool(AniActionList[(int)action], false);
 }
コード例 #15
0
ファイル: AniMate.cs プロジェクト: bfowle/Ani.Mate
    // Extract animation properties from Hash
    private void CreateAnimations(System.Object obj, Hashtable properties, float duration,
        Hashtable options, AniType type) {

        foreach (DictionaryEntry item in properties) {
            // Extract name and value
            string name = (string)item.Key;
            System.Object value = item.Value;
            // Create value object
            AniValue aniv = new AniValue(obj, name);
            // Get current value
            System.Object current = aniv.Get();

            System.Object start = null;
            System.Object target = null;
            System.Object diff = null;

            // Setup variables
            if (type == AniType.To) {
                start = current;
                target = value;
            } else if (type == AniType.From) {
                start = value;
                target = current;
            } else if (type == AniType.By) {
                start = current;
                diff = value;
            }

            // Cast value to destination type
            System.Object argument = System.Convert.ChangeType(item.Value, aniv.ValueType());
            // Callback
            DefaultCallback callback = (DefaultCallback)options["callback"];

            // Calculate difference for To and From
            if ((type == AniType.To ||
                 type == AniType.From) &&
                DriveNeedsDiff((AnimationDriveType)options["drive"])) {

                try {
                    //diff = target - start;
                    //test = start + 0.1 * diff;

                    System.Type startType = start.GetType();

                    // --- Builtin types
                    if (startType != target.GetType()) {
                        diff = (float)target - (float)start;
                    } else if (startType == typeof(short)) {
                        diff = (short)target - (short)start;
                    } else if (startType == typeof(int)) {
                        diff = (int)target - (int)start;
                    } else if (startType == typeof(long)) {
                        diff = (long)target - (long)start;
                    } else if (startType == typeof(float)) {
                        diff = (float)target - (float)start;
                    } else if (startType == typeof(double)) {
                        diff = (double)target - (double)start;
                    } else if (startType == typeof(decimal)) {
                        diff = (decimal)target - (decimal)start;
                    // --- Unity types
                    } else if (startType == typeof(Vector2)) {
                        diff = (Vector2)target - (Vector2)start;
                    } else if (startType == typeof(Vector3)) {
                        diff = (Vector3)target - (Vector3)start;
                    } else if (startType == typeof(Vector4)) {
                        diff = (Vector4)target - (Vector4)start;
                    } else if (startType == typeof(Color)) {
                        diff = (Color)target - (Color)start;
                    // --- Fallback
                    } else {
                        diff = (float)target - (float)start;
                    }
                } catch {
                    throw new System.Exception("Cannot find diff between " + start.GetType() + " and " + target.GetType() + ": Operation +, - or * not supported.");
                }
            }

            // Start time
            float startTime = 0;
            float delay = (float)options["delay"];
            if (delay > 0) {
                startTime = Time.time + delay;
            }

            // Create animation object
            AniMator mat = new AniMator(start, target, diff, duration, (float)options["delay"], (AnimationEasingType)options["easing"],
                (EasingType)options["direction"], (AnimationDriveType)options["drive"]);

            // Add animation to main list
            AniProp anim = new AniProp(aniv, mat, type, duration, callback, startTime, argument, options);
            // Regular animation
            animations.Add(anim);

            // From: Set to starting value
            if (type == AniType.From) {
                aniv.Set(start);
            }
        }
    }
コード例 #16
0
    // Extract animation properties from Hash
    private void CreateAnimations(System.Object obj, Hashtable properties, float duration, Hashtable options, AniType type)
    {
        foreach (DictionaryEntry item in properties)
        {
            name = (string)item.Key;                            // Extract name and value
            System.Object value   = item.Value;
            AniValue      aniv    = new AniValue(obj, name);    // Create value object
            System.Object current = aniv.Get();                 // Get current value

            System.Object start  = null;
            System.Object target = null;
            System.Object diff   = null;

            // Setup variables
            if (type == AniType.To)
            {
                start  = current;
                target = value;
            }
            else if (type == AniType.From)
            {
                start  = value;
                target = current;
            }
            else if (type == AniType.By)
            {
                start = current;
                diff  = value;
            }
            // Calculate difference for To and From
            if ((type == AniType.To || type == AniType.From) && DriveNeedsDiff((AnimationDriveType)options["drive"]))
            {
                try
                {
                    //diff = target - start;
                    //test = start + 0.1 * diff;

                    System.Type startType = start.GetType();

                    // --- Builtin types
                    if (startType != target.GetType())
                    {
                        diff = (float)target - (float)start;
                    }
                    else if (startType == typeof(short))
                    {
                        diff = (short)target - (short)start;
                    }
                    else if (startType == typeof(int))
                    {
                        diff = (int)target - (int)start;
                    }
                    else if (startType == typeof(long))
                    {
                        diff = (long)target - (long)start;
                    }
                    else if (startType == typeof(float))
                    {
                        diff = (float)target - (float)start;
                    }
                    else if (startType == typeof(double))
                    {
                        diff = (double)target - (double)start;
                    }
                    else if (startType == typeof(decimal))
                    {
                        diff = (decimal)target - (decimal)start;
                    }

                    // --- Unity types
                    else if (startType == typeof(Vector2))
                    {
                        diff = (Vector2)target - (Vector2)start;
                    }
                    else if (startType == typeof(Vector3))
                    {
                        diff = (Vector3)target - (Vector3)start;
                    }
                    else if (startType == typeof(Vector4))
                    {
                        diff = (Vector4)target - (Vector4)start;
                    }
                    else if (startType == typeof(Color))
                    {
                        diff = (Color)target - (Color)start;
                    }

                    // --- Fallback
                    else
                    {
                        diff = (float)target - (float)start;
                    }
                }
                catch
                {
                    throw new System.Exception("Cannot find diff between " + start.GetType() + " and " + target.GetType() + ": Operation +, - or * not supported.");
                }
            }

            // Create animation object
            AniMator mat = new AniMator(start, target, diff, duration, (float)options["delay"], (AnimationEasingType)options["easing"], (EasingType)options["direction"], (AnimationDriveType)options["drive"]);
            // Add to animations
            //if ((bool)options["physics"] == false && options["rigidbody"] == null)
            //{
            // Regular animation
            animations.Add(new System.Object[] { aniv, mat, options["callback"] });
            //}

            /*else
             * {
             *      // Rigidbody animation
             *      DefaultCallback callback;
             *      //if (options["rigidbody"] != null && name == "position") {
             *      //	callback = (options["rigidbody"] as Rigidbody).MovePosition;
             *      //} else if (options["rigidbody"] != null && name == "rotation") {
             *      //	callback = (options["rigidbody"] as Rigidbody).MoveRotation;
             *      // Other callback
             *      //} else {
             *      callback = (DefaultCallback)options["callback"];
             *      //}
             *      // Physics animation
             *      fixedAnimations.Add(new System.Object[] { aniv, mat, callback });
             * }*/
            // From: Set to starting value
            if (type == AniType.From)
            {
                aniv.Set(start);
            }
        }
    }
コード例 #17
0
ファイル: Ani.cs プロジェクト: TheMadGamer/Snowboarder
    // Extract animation properties from Hash
    private void CreateAnimations(System.Object obj, Hashtable properties, float duration, Hashtable options, AniType type)
    {
        foreach (DictionaryEntry item in properties)
        {

            name = (string)item.Key;				// Extract name and value
            System.Object value = item.Value;
            AniValue aniv = new AniValue(obj, name);// Create value object
            System.Object current = aniv.Get();		// Get current value

            System.Object start = null;
            System.Object target = null;
            System.Object diff = null;

            // Setup variables
            if (type == AniType.To)
            {
                start = current;
                target = value;
            }
            else if (type == AniType.From)
            {
                start = value;
                target = current;
            }
            else if (type == AniType.By)
            {
                start = current;
                diff = value;
            }
            // Calculate difference for To and From
            if ((type == AniType.To || type == AniType.From) && DriveNeedsDiff((AnimationDriveType)options["drive"]))
            {
                try
                {
                    //diff = target - start;
                    //test = start + 0.1 * diff;

                    System.Type startType = start.GetType();

                    // --- Builtin types
                    if (startType != target.GetType()) diff = (float)target - (float)start;
                    else if (startType == typeof(short)) diff = (short)target - (short)start;
                    else if (startType == typeof(int)) diff = (int)target - (int)start;
                    else if (startType == typeof(long)) diff = (long)target - (long)start;
                    else if (startType == typeof(float)) diff = (float)target - (float)start;
                    else if (startType == typeof(double)) diff = (double)target - (double)start;
                    else if (startType == typeof(decimal)) diff = (decimal)target - (decimal)start;

                    // --- Unity types
                    else if (startType == typeof(Vector2)) diff = (Vector2)target - (Vector2)start;
                    else if (startType == typeof(Vector3)) diff = (Vector3)target - (Vector3)start;
                    else if (startType == typeof(Vector4)) diff = (Vector4)target - (Vector4)start;
                    else if (startType == typeof(Color)) diff = (Color)target - (Color)start;

                    // --- Fallback
                    else diff = (float)target - (float)start;
                }
                catch
                {
                    throw new System.Exception("Cannot find diff between " + start.GetType() + " and " + target.GetType() + ": Operation +, - or * not supported.");
                }
            }

            // Create animation object
            AniMator mat = new AniMator(start, target, diff, duration, (float)options["delay"], (AnimationEasingType)options["easing"], (EasingType)options["direction"], (AnimationDriveType)options["drive"]);
            // Add to animations
            //if ((bool)options["physics"] == false && options["rigidbody"] == null)
            //{
                // Regular animation
                animations.Add(new System.Object[] { aniv, mat, options["callback"] });
            //}
            /*else
            {
                // Rigidbody animation
                DefaultCallback callback;
                //if (options["rigidbody"] != null && name == "position") {
                //	callback = (options["rigidbody"] as Rigidbody).MovePosition;
                //} else if (options["rigidbody"] != null && name == "rotation") {
                //	callback = (options["rigidbody"] as Rigidbody).MoveRotation;
                // Other callback
                //} else {
                callback = (DefaultCallback)options["callback"];
                //}
                // Physics animation
                fixedAnimations.Add(new System.Object[] { aniv, mat, callback });
            }*/
            // From: Set to starting value
            if (type == AniType.From)
            {
                aniv.Set(start);
            }
        }
    }
コード例 #18
0
 public AnimationData(AniType aniType, string keyName, bool isLoop)
 {
     nAniType = aniType;
     nKeyName = keyName;
     nIsLoop  = isLoop;
 }