public static FadeEffect Play(Color start, Color end, float time, System.Action onFinish) { GameObject objEffect = Instantiate(Resources.Load <GameObject>("Prefabs/FadeEffect")); objEffect.transform.SetParent(UISystem.Instance.effectRoot.transform, false); objEffect.transform.SetSiblingIndex(UISystem.Instance.effectRoot.transform.childCount - 1); FadeEffect effect = objEffect.GetComponent <FadeEffect>(); effect.Init(start, end, time, onFinish); return(effect); }
public void Init(int id, Vector2 targetPos, int column, int totalNum, Func <int, PhotoWallItem> getItem) { TargetPos = targetPos; CenterPoints = new List <Vector2>(); CircleXMin = new Dictionary <Vector2, float>(); CircleXMax = new Dictionary <Vector2, float>(); ID = id; IsCenter = false; Rect = GetComponent <RectTransform>(); NeighborIds = new List <int>(); SetName(id.ToString()); GetNeighborId(id, column, totalNum); FadeEffect = gameObject.AddComponent <FadeEffect>(); Radius = GetRadius(Rect, _showScale); FadeEffect.Init(id, Radius, this, getItem); FluctuateEffect = gameObject.AddComponent <FluctuateEffect>(); FluctuateEffect.Init(id, this, getItem); }