/// <summary> /// 获取模板ID Sprite /// </summary> /// <param name="_eType">图片类型</param> /// <param name="_nIDArray">模板ID顺序(A,B,C,...)</param> /// <returns></returns> public Sprite GetSprite(ESpriteType _eType, USpeedUI.WndID _eUserID, params int[] _nIDArray) { if (_nIDArray[_nIDArray.Length - 1] <= 0) { return(DefaultSprite); } return(GetSprite(dicSpriteType[_eType].AssetBundleName(_nIDArray), dicSpriteType[_eType].AssetName(_nIDArray), _eUserID)); }
public BasicItem(ContentManager getContent, string getTexture, string getSound, int getWidth, int getHeight, int getRows, int getColumns) { SpriteAnim = new AnimSprite(getContent, getTexture, getWidth, getHeight, getRows, getColumns); SpriteType = ESpriteType.ANIM; RandXDirNum = RandXDir.Next(2); if (RandXDirNum == 0) { IsLeft = true; IsUp = false; } else { IsLeft = false; IsUp = false; } CollectSFX = getContent.Load <SoundEffect>(getSound); CollectSFXIns = CollectSFX.CreateInstance(); }
IEnumerator runfadeOutWithEvent(GameObject target, ESpriteType type, float time, EventDelegate callback) { if (type == ESpriteType.SPRITE_RENDERER) { SpriteRenderer render = target.GetComponent <SpriteRenderer>(); float ValueEachFrame = (float)Time.deltaTime / time; while (true) { if (render == null) { yield break; } Color color = render.color; if (color.a <= 0) { callback.Execute(); yield break; } else { render.color = new Color(color.r, color.g, color.b, color.a - ValueEachFrame); } yield return(0); } } else if (type == ESpriteType.UI_SPRITE) { UISprite render = target.GetComponent <UISprite>(); float ValueEachFrame = (float)Time.deltaTime / time; while (true) { if (render == null) { yield break; } Color color = render.color; if (color.a <= 0) { callback.Execute(); yield break; } else { render.color = new Color(color.r, color.g, color.b, color.a - ValueEachFrame); } yield return(0); } } else if (type == ESpriteType.UI_TEXTURE) { UITexture render = target.GetComponent <UITexture>(); float ValueEachFrame = (float)Time.deltaTime / time; while (true) { if (render == null) { yield break; } Color color = render.color; if (color.a <= 0) { callback.Execute(); yield break; } else { render.color = new Color(color.r, color.g, color.b, color.a - ValueEachFrame); } yield return(0); } } }
public void fadeOutWithEvent(GameObject target, ESpriteType type, float time, EventDelegate callback) { StartCoroutine(runfadeOutWithEvent(target, type, time, callback)); }
IEnumerator runfadeInAndDestroy(GameObject target, ESpriteType type, float time) { if (type == ESpriteType.SPRITE_RENDERER) { SpriteRenderer render = target.GetComponent <SpriteRenderer>(); float ValueEachFrame = (float)Time.deltaTime / time; while (true) { if (render == null) { yield break; } Color color = render.color; if (color.a >= 1) { yield break; } else { render.color = new Color(color.r, color.g, color.b, color.a + ValueEachFrame); } yield return(0); } } else if (type == ESpriteType.UI_SPRITE) { UISprite render = target.GetComponent <UISprite>(); float ValueEachFrame = (float)Time.deltaTime / time; while (true) { if (render == null) { yield break; } Color color = render.color; if (color.a >= 1) { yield break; } else { render.color = new Color(color.r, color.g, color.b, color.a + ValueEachFrame); } yield return(0); } } else if (type == ESpriteType.UI_TEXTURE) { UITexture render = target.GetComponent <UITexture>(); float ValueEachFrame = (float)Time.deltaTime / time; while (true) { if (render == null) { yield break; } Color color = render.color; if (color.a >= 1) { yield break; } else { render.color = new Color(color.r, color.g, color.b, color.a + ValueEachFrame); } yield return(0); } } }
public void fadeInAndDestroy(GameObject target, ESpriteType type, float time) { StartCoroutine(runfadeInAndDestroy(target, type, time)); }
/// <summary> /// 异步获取非模板ID Sprite /// <para>请自行调用USpriteManager.DeleteSprite()移除异步Sprite方法</para> /// </summary> /// <param name="_eType">图片类型</param> /// <param name="callBack">回调</param> /// <param name="userDataObj">用户数据,这个会出现在资源回调里</param> /// <param name="priority">加载优先级</param> /// <returns></returns> public Sprite GetSprite(ESpriteType _eType, string _strAssetName, out ResNode _resNodeData, System.Action <ResConfigData, ResNode, System.Object> callBack = null, System.Object userDataObj = null, AssetLoadPriority priority = AssetLoadPriority.Priority_Normal) { return(GetSprite(dicSpriteType[_eType].AssetBundleName(), _strAssetName, out _resNodeData, callBack, userDataObj, priority)); }
/// <summary> /// 异步获取带模板ID Sprite /// <para>请自行调用USpriteManager.DeleteSprite()移除异步Sprite方法</para> /// </summary> /// <param name="_eType">图片类型</param> /// <param name="callBack">回调</param> /// <param name="userDataObj">用户数据,这个会出现在资源回调里</param> /// <param name="priority">加载优先级</param> /// <param name="_nIDArray">模板ID顺序(A,B,C,...)</param> /// <returns></returns> public Sprite GetSprite(ESpriteType _eType, out ResNode _resNodeData, System.Action <ResConfigData, ResNode, System.Object> callBack = null, System.Object userDataObj = null, AssetLoadPriority priority = AssetLoadPriority.Priority_Normal, params int[] _nIDArray) { return(GetSprite(dicSpriteType[_eType].AssetBundleName(_nIDArray), dicSpriteType[_eType].AssetName(_nIDArray), out _resNodeData, callBack, userDataObj, priority)); }
/// <summary> /// 获取非模板ID Sprite /// </summary> /// <param name="_eType">图片类型</param> /// <returns></returns> public Sprite GetSprite(ESpriteType _eType, string _strAssetName, USpeedUI.WndID _eUserID) { return(GetSprite(dicSpriteType[_eType].AssetBundleName(), _strAssetName, _eUserID)); }
public USpriteType(string _strAssetBundleName, string _strAssetName, ESpriteType _eType) { TempletAssetBundleName = _strAssetBundleName; TempletAssetName = _strAssetName; Type = _eType; }
public Background_effects(ContentManager getContent, string getTexture, int getWidth, int getHeight) { SpriteType = ESpriteType.BASIC; Sprite = new BasicSprite(getContent, getTexture, getWidth, getHeight); }
public Background_effects(ContentManager getContent, string getTexture, int getWidth, int getHeight, int getRows, int getColumns) { SpriteType = ESpriteType.ANIM; SpriteAnim = new AnimSprite(getContent, getTexture, getWidth, getHeight, getRows, getColumns); }