public void SetFistInit() { mOneGroup.alpha = 0; mTwoGroup.alpha = 0; mThreeGroup.alpha = 0; GO_One.SetActive(false); GO_Two.SetActive(false); GO_Three.SetActive(false); switch (FirstShow) { case GroupState.ONE: mOneGroup.alpha = 1; GO_One.SetActive(true); break; case GroupState.TWO: mTwoGroup.alpha = 1; GO_Two.SetActive(true); break; case GroupState.THREE: mThreeGroup.alpha = 1; GO_Three.SetActive(true); break; } mCurrentState = FirstShow; }
public void Change2Two() // 切换成第2个 { if (!isFirst) { return; } isFirst = false; if (GO_Two.activeSelf && mFirstGroup.alpha == 0 && mChangeGroup.alpha == 1) // 已经是这样了,那就没必要继承下面啊 { return; } GO_Two.SetActive(true); Tweener t1 = mFirstGroup.DOFade(0, FadeDuration); Tweener t2 = mChangeGroup.DOFade(1, FadeDuration); if (isPauseGoHead) { t1.SetUpdate(true); t2.SetUpdate(true); } t2.OnComplete(() => { GO_One.SetActive(false); }); }
public void SetFistInit() { mOneGroup.alpha = 0; mTwoGroup.alpha = 0; mThreeGroup.alpha = 0; mFourGroup.alpha = 0; mFiveGroup.alpha = 0; mSixGroup.alpha = 0; mSevenGroup.alpha = 0; GO_One.SetActive(false); GO_Two.SetActive(false); GO_Three.SetActive(false); GO_Four.SetActive(false); GO_Five.SetActive(false); GO_Six.SetActive(false); GO_Seven.SetActive(false); switch (FirstShow) { case GroupState.ONE: mOneGroup.alpha = 1; GO_One.SetActive(true); break; case GroupState.TWO: mTwoGroup.alpha = 1; GO_Two.SetActive(true); break; case GroupState.THREE: mThreeGroup.alpha = 1; GO_Three.SetActive(true); break; case GroupState.FOUR: mFourGroup.alpha = 1; GO_Four.SetActive(true); break; case GroupState.Five: mFiveGroup.alpha = 1; GO_Five.SetActive(true); break; case GroupState.Six: mSixGroup.alpha = 1; GO_Six.SetActive(true); break; case GroupState.Seven: mSevenGroup.alpha = 1; GO_Seven.SetActive(true); break; } mCurrentState = FirstShow; }
public void SetFistInit() { isFirst = true; mFirstGroup.alpha = 1; mChangeGroup.alpha = 0; GO_One.SetActive(true); GO_Two.SetActive(false); }
public void Change2One() // 切换成第 1 个 { if (mCurrentState == GroupState.ONE) { return; } ChangeState(GroupState.ONE); GO_One.SetActive(true); mOneGroup.DOFade(1, FadeDuration); }