/// <summary> /// 更新玩家血量 /// </summary> /// <param name="curHp">当前血量</param> /// <param name="hp">总血量</param> public void UpdateHealth(int curHp, int hp) { if (curHp < 0) { curHp = 0; } _healthLabel.text = curHp + "/" + hp; TweenSlider.Begin(_sldHp.gameObject, 0.5f, (float)curHp / hp); }
/// <summary> /// 更新玩家魔法 /// </summary> /// <param name="curMp">当前魔法</param> /// <param name="mp">总魔法</param> public void UpdateMagic(int curMp, int mp) { if (curMp < 0) { curMp = 0; } _magicLabel.text = curMp + "/" + mp; TweenSlider.Begin(_sldMagic.gameObject, 0.5f, (float)curMp / mp); }
public static TweenSlider Begin(GameObject go, float duration, float fill) { TweenSlider tweenSlider = UITweener.Begin <TweenSlider>(go, duration); tweenSlider.from = tweenSlider.value; tweenSlider.to = fill; if (duration <= 0f) { tweenSlider.Sample(1f, true); tweenSlider.enabled = false; } return(tweenSlider); }
/// <summary> /// Start the tweening operation. /// </summary> static public TweenSlider Begin(GameObject go, float duration, float value) { TweenSlider comp = UITweener.Begin <TweenSlider>(go, duration); comp.from = comp.value; comp.to = value; if (duration <= 0.0f) { comp.Sample(1.0f, true); comp.enabled = false; } return(comp); }
private void StepTo(int idx_) { if (1 == idx_) { this.m_title_root.Visible = true; this.m_lvl_root.Visible = false; this.m_grid.Visible = false; this.m_ok_btn.Visible = false; m_title_effect.Visible = true; float pending_time = 1.5f; TimeModule.Instance.SetTimeout(() => StepTo(++m_idx), pending_time); } else if (2 == idx_) { this.m_title_root.Visible = true; this.m_lvl_root.Visible = true; this.m_grid.Visible = false; this.m_ok_btn.Visible = false; m_lvl_effect.Visible = true; m_lvl_bar_effect.Visible = true; float pending_time = 0.5f; m_lvl_bar_effect.Visible = true; m_lvl_slider.Value = 0; TweenSlider.BeginTween(m_lvl_slider.gameObject, 1.0f, pending_time); m_cur_vit_txt.Text = "0"; DOTween.To(() => float.Parse(m_cur_vit_txt.Text), (value) => m_cur_vit_txt.Text = value.ToString(), m_max_vit, pending_time); //TweenText.Begin(m_cur_vit_txt.Label, pending_time, 0f, 0f, m_max_vit); TimeModule.Instance.SetTimeInterval(StartRefreshExpUIEffect, 0.0001f); EngineCoreEvents.AudioEvents.PlayAudio.SafeInvoke(Audio.AudioType.UISound, GameCustomAudioKey.vit_full.ToString()); TimeModule.Instance.SetTimeout(() => StepTo(++m_idx), pending_time); } else if (3 == idx_) { this.m_title_root.Visible = true; this.m_lvl_root.Visible = true; this.m_grid.Visible = true; this.m_ok_btn.Visible = true; } }
public static TweenSlider Begin(Slider slider, float duration, float delay, float from, float to) { TweenSlider comp = UITweener.Begin <TweenSlider>(slider.gameObject, duration); comp.from = from; comp.to = to; comp.delay = delay; if (duration <= 0) { comp.Sample(1, true); comp.enabled = false; } return(comp); }
static public TweenSlider Begin(UISlider slider, float duration, float value) { TweenSlider comp = UITweener.Begin <TweenSlider>(slider.gameObject, duration); if (comp != null) { comp.from = comp.Value; comp.to = value; comp.slider = slider; if (duration <= 0.0f) { comp.Sample(1.0f, true); comp.enabled = false; } } return(comp); }
/// <summary> /// Start the tweening operation. /// </summary> static public TweenSlider Begin(GameObject go, float duration, float number) { #if UNITY_EDITOR if (!Application.isPlaying) { return(null); } #endif TweenSlider comp = UITweener.Begin <TweenSlider>(go, duration); comp.from = comp.number; comp.to = number; if (duration <= 0f) { comp.Sample(1f, true); comp.enabled = false; } return(comp); }
static public TweenSlider Begin(UISlider slider, float value, float speed, float maxDuration) { TweenSlider comp = UITweener.Begin <TweenSlider>(slider.gameObject, 1f); if (comp != null) { comp.from = comp.Value; comp.to = value; comp.slider = slider; comp.duration = Mathf.Max(0.1f, Mathf.Min(Mathf.Abs(comp.to = comp.from) / speed, maxDuration)); if (speed < 0.0f) { comp.Sample(1.0f, true); comp.enabled = false; } } return(comp); }
/// <summary> /// 设置精炼成功UI /// </summary> /// <param name="data"></param> private void SetRefineSuccessProbability(int percent, bool showPercent = true) { if (null != m_slider_RefineSuccessSlider && m_bool_playRefAnim) { m_bool_playRefAnim = false; TweenSlider ts = m_slider_RefineSuccessSlider.GetComponent <TweenSlider>(); if (null != ts) { ts.from = 0; ts.to = percent / 100f; ts.ResetToBeginning(); ts.enabled = true; } } if (null != m_label_RefineSuccessProp && m_label_RefineSuccessProp.gameObject.activeSelf != showPercent) { m_label_RefineSuccessProp.gameObject.SetActive(showPercent); } }
public override void OnInspectorGUI() { GUILayout.Space(6.0f); NGUIEditorTools.SetLabelWidth(120f); TweenSlider tw = target as TweenSlider; GUI.changed = false; float from = EditorGUILayout.FloatField("From", tw.from); float to = EditorGUILayout.FloatField("To", tw.to); if (GUI.changed) { NGUIEditorTools.RegisterUndo("Tween Change", tw); tw.from = Mathf.Clamp(from, 0.0f, 1.0f); tw.to = Mathf.Clamp(to, 0.0f, 1.0f); UnityEditor.EditorUtility.SetDirty(tw); } DrawCommonProperties(); }