void ImagePivotChanged(Image left, TurningStyle pivot) { switch (pivot) { case TurningStyle.TopLeft: { left.rectTransform.pivot = new Vector2(0, 1); } break; case TurningStyle.TopRight: { left.rectTransform.pivot = new Vector2(1, 1); } break; case TurningStyle.BottomLeft: { left.rectTransform.pivot = new Vector2(0, 0); } break; case TurningStyle.BottomRight: { left.rectTransform.pivot = new Vector2(1, 0); } break; } }
void ClipPivotChange(TurningStyle style) { switch (style) { case TurningStyle.BottomLeft: { SetPanelOffset(NextClip, new Vector2(1, 0.33f)); SetPanelOffset(TurnClip, new Vector2(0, 0.33f)); } break; case TurningStyle.BottomRight: { SetPanelOffset(TurnClip, new Vector2(1, 0.33f)); SetPanelOffset(NextClip, new Vector2(0, 0.33f)); } break; case TurningStyle.TopLeft: { SetPanelOffset(NextClip, new Vector2(1, 0.66f)); SetPanelOffset(TurnClip, new Vector2(0, 0.66f)); } break; case TurningStyle.TopRight: { SetPanelOffset(TurnClip, new Vector2(1, 0.66f)); SetPanelOffset(NextClip, new Vector2(0, 0.66f)); } break; } }
public virtual void Declare(AC.Char _character) { character = _character; turningStyle = TurningStyle.Script; rootMotion = false; isSpriteBased = false; }
// Update is called once per frame void Update() { var pos = BookPanel.transform.InverseTransformPoint(Input.mousePosition); print(pos); FollowPoint(pos); if (Input.GetKeyDown(KeyCode.Return)) { if ((int)Cur_Style + 1 <= 3) { Cur_Style++; } else { Cur_Style = 0; } } }
/** * <summary>Initialises the engine.</summary> * <param name = "_character">The Player/NPC that this instance is controlling.</param> */ public virtual void Declare(AC.Char _character) { character = _character; turningStyle = TurningStyle.Script; isSpriteBased = false; }
void InitStyle(TurningStyle style) { switch (style) { case TurningStyle.BottomRight: { //清除翻页左右面的旋转角度 InitCenterPicEular(); //设置翻页右面的对齐方式 ImagePivotChanged(TurnRight, TurningStyle.BottomLeft); //设置翻页左面的对齐方式 TurnLeft.rectTransform.pivot = Right.rectTransform.pivot; //设置翻页左面的位置 TurnLeft.transform.position = Right.transform.position; //设置翻页裁剪容器的锚点 ClipPivotChange(Cur_Style); //设置阴影的对齐方式 ImagePivotChanged(ShadowRtoL, style); ShadowRtoL.gameObject.SetActive(true); ShadowLtR.gameObject.SetActive(false); SetImageOrder(TurnLeft, TurnRight, Right); } break; case TurningStyle.BottomLeft: { InitCenterPicEular(); ImagePivotChanged(TurnLeft, TurningStyle.BottomRight); TurnRight.rectTransform.pivot = Right.rectTransform.pivot; TurnRight.transform.position = Right.transform.position; ClipPivotChange(Cur_Style); ImagePivotChanged(ShadowLtR, style); ShadowRtoL.gameObject.SetActive(false); ShadowLtR.gameObject.SetActive(true); SetImageOrder(TurnRight, TurnLeft, Right); } break; case TurningStyle.TopRight: { InitCenterPicEular(); ImagePivotChanged(TurnRight, TurningStyle.TopLeft); TurnLeft.rectTransform.pivot = Right.rectTransform.pivot; TurnLeft.transform.position = Right.transform.position; ClipPivotChange(TurningStyle.TopRight); ImagePivotChanged(ShadowRtoL, style); ShadowRtoL.gameObject.SetActive(true); ShadowLtR.gameObject.SetActive(false); SetImageOrder(TurnLeft, TurnRight, Right); } break; case TurningStyle.TopLeft: { InitCenterPicEular(); ImagePivotChanged(TurnLeft, TurningStyle.TopRight); TurnRight.rectTransform.pivot = Right.rectTransform.pivot; TurnRight.transform.position = Right.transform.position; ClipPivotChange(Cur_Style); ImagePivotChanged(ShadowLtR, style); ShadowRtoL.gameObject.SetActive(false); ShadowLtR.gameObject.SetActive(true); SetImageOrder(TurnRight, TurnLeft, Right); } break; } }