private void UpdateCheckSkillprompt() { if (skillCheckTimerLock.IsLocked) { return; } skillCheckTimerLock.IsLocked = true; if (currentSkillpromptmove != null || currentSkillprompt != null) { return; } int index = IsHaveFreeSkill(); if (index == -1) { return; } currentSkillpromptId = (GameSkill.SkillId)index; currentSkillprompt = LoadResource_UIPrefabs(string.Format("skillprompt{0}.prefab", index + 1)); currentSkillpromptmove = LoadResource_UIPrefabs("skillpromptmovein.prefab").GetComponent <GuiPlaneAnimationPlayer>(); currentSkillprompt.transform.parent = currentSkillpromptmove.transform; currentSkillpromptmove.Stop(); currentSkillpromptmove.Play(); currentSkillpromptmove.DelegateOnPlayEndEvent += CurrentSkillPromptMoveIn; }
public void SetProgressBar(float targetvalue, bool isDirect) { //需要规划到血条区间内 targetvalue = Mathf.Clamp(targetvalue * 0.5f, 0.0f, 0.5f); //在新的血条体系下。0.0f表示满血,0.5表示空血 if (!IsForwardUV) { targetvalue = 0.5f - targetvalue; } if (isDirect || !IsSupportAnimation) { currentValue = targetvalue; //刷新血条 GetComponent <Renderer>().material.SetVector("_WhiteMaskOffset", new Vector4(targetvalue, 0.0f, 0.0f, 0.0f)); return; } Vector4 v = GetComponent <Renderer>().material.GetVector("_WhiteMaskOffset"); currentValue = v.x; targetValue = targetvalue; GuiPlaneAnimationPlayer player = this.GetComponent <GuiPlaneAnimationPlayer>(); player.Stop(); player.Play(); }
private void SetCurrentSelectMapIndex(int index) { if (currentSelectMapIndex == index) { return; } buttonGroup.IsWorkDo = false; tempMoveAni = ((GameObject)UnityEngine.Object.Instantiate(moveAni.gameObject)).GetComponent <GuiPlaneAnimationPlayer>(); tempMoveAni.transform.parent = this.transform; tempMoveAni.IsAutoDel = false; tempMoveAni.playMode = GuiPlaneAnimationPlayer.PlayMode.Mode_PlayOnec; tempMoveAni.DelegateOnPlayEndEvent += OnMoveAniPlayEnd; //增加关键帧 GuiPlaneAnimationCurvePosition curvePosition = tempMoveAni.gameObject.GetComponentInChildren <GuiPlaneAnimationCurvePosition>(); curvePosition.xCurve = UnityEngine.AnimationCurve.EaseInOut(0.0f, maplist[0].position.x, 1.0f, maplist[0].position.x - maplist[index].position.x); //将对象定位到开始坐标对象 curvePosition.gameObject.transform.position = maplist[0].position; maplist[0].transform.parent.parent = curvePosition.gameObject.transform; //重新标记索引 currentSelectMapIndex = index; //开始播放 tempMoveAni.Play(); }
//显示游戏结束 private void ShowGameOver() { m_Prompt_Continue.gameObject.SetActive(false); m_Prompt_GameOver.gameObject.SetActive(true); m_Prompt_GameOver.Stop(); m_Prompt_GameOver.Play(); }
private void ReleaseSkillprompt() { currentSkillpromptmove = LoadResource_UIPrefabs("skillpromptmoveout.prefab").GetComponent <GuiPlaneAnimationPlayer>(); currentSkillprompt.transform.parent = currentSkillpromptmove.transform; currentSkillpromptmove.Stop(); currentSkillpromptmove.Play(); currentSkillpromptmove.DelegateOnPlayEndEvent += CurrentSkillPromptMoveout; }
//初始化界面 public void InitUI() { Invoke("ShowGameOver", m_ContinueTime); m_Prompt_Continue.gameObject.SetActive(false); m_Prompt_GameOver.gameObject.SetActive(false); m_Prompt_Continue.gameObject.SetActive(true); m_Prompt_Continue.Stop(); m_Prompt_Continue.Play(); }
private void PlayerOneCompanyLogo(int index) { PlayIndex = index; MeshRenderer reader = CompanyLogoPlayer.GetComponent <MeshRenderer>(); reader.material.mainTexture = CompanyLogoTexture[PlayIndex]; CompanyLogoPlayer.DelegateOnPlayEndEvent = null; CompanyLogoPlayer.DelegateOnPlayEndEvent = OnOneCompanyLogoPlayEnd; CompanyLogoPlayer.Stop(); CompanyLogoPlayer.Play(); }
public void SetFloatRollValue(float targetValue, bool isDirect) { if (isDirect) { Text = string.Format("{0:0.00}", targetValue); return; } currentRollNumberType = RollNumberType.Type_Float; currentFloatValue[(int)NumberIndex.Index_CurrentNumber] = Convert.ToSingle(Text); currentFloatValue[(int)NumberIndex.Index_TargetNumber] = targetValue; GuiPlaneAnimationPlayer player = this.GetComponent <GuiPlaneAnimationPlayer>(); player.Stop(); player.Play(); }
public void SetIntegerRollValue(int targetValue, bool isDirect) { if (isDirect) { Text = targetValue.ToString(); return; } currentRollNumberType = RollNumberType.Type_Integer; currentIntegerValue[(int)NumberIndex.Index_CurrentNumber] = Convert.ToInt32(Text); currentIntegerValue[(int)NumberIndex.Index_TargetNumber] = targetValue; GuiPlaneAnimationPlayer player = this.GetComponent <GuiPlaneAnimationPlayer>(); player.Stop(); player.Play(); }
//显示开始游戏 private void ShowGameStart() { if (LoadObject != null) { UnityEngine.GameObject.Destroy(LoadObject); LoadObject = null; } if (SelectMap_Remainder != null) { UnityEngine.GameObject.Destroy(SelectMap_Remainder.gameObject); SelectMap_Remainder = null; } Prompt_GameStart = GameRoot.uiOrthographicCamera.LoadLanguageResource_UIPrefabs("Prompt_GameStart.prefab", GameRoot.gameResource); GuiPlaneAnimationPlayer ani = GameObject.Find("/UICamera(Clone)/Prompt_GameStart(Clone)/text").GetComponent <GuiPlaneAnimationPlayer>(); ani.DelegateOnPlayEndEvent += PromptGameStartPlayEnd; ani.Play(); SoundEffectPlayer.Play("startgame.wav"); }
private void OnShowAwardFace() { SoundEffectPlayer.Play("buttonok.wav"); //显示关卡完成字样 GuiPlaneAnimationPlayer gameoverprompt = null; if (result == UiSceneGameOver.Result.Result_Win) { gameoverprompt = LoadResource_UIPrefabs("gamewinprompt.prefab").GetComponent <GuiPlaneAnimationPlayer>(); } else { gameoverprompt = LoadResource_UIPrefabs("gamefaileprompt.prefab").GetComponent <GuiPlaneAnimationPlayer>(); } gameoverprompt.Stop(); gameoverprompt.Play(); gameoverprompt.DelegateOnPlayEndEvent += GameOverPromptPlayEnd; //完成关卡后显示奖励获取界面 //LoadResource_UIPrefabs("gameaward.prefab"); }
public virtual void CloseGameBootFace() { bootFacePlayer.DelegateOnPlayEndEvent = GameBootFacePlayEnd; bootFacePlayer.Play(); }
//播放动画 public void AnimPlay(string txt) { m_GuiPlaneAnimationPlayer.Stop(); m_GuiPlaneAnimationText.Text = txt; m_GuiPlaneAnimationPlayer.Play(); }