//普通中奖动画 IEnumerator StartNormalAnim(int endIndex) { m_currentItemFlashState = LuckDrawItemFlashState.Normal; PlayLuckDrawBeginAnim(); yield return(new WaitForSeconds(m_startAnimLength)); yield return(StartCoroutine(StartMainItemMoveAnim(m_currentSelectedItemIndex, endIndex))); PlayLuckDrawEndAnim(); PlayItemGet(); }
//双龙戏珠动画 IEnumerator StartDoubleAnim(int endIndex, int nextEndIndex) { PlayLuckDrawBeginAnim(); yield return(new WaitForSeconds(m_startAnimLength)); yield return(StartCoroutine(StartMainItemMoveAnim(m_currentSelectedItemIndex, endIndex))); TryShowSpecialEffectTip(); yield return(new WaitForSeconds(1f)); m_currentItemFlashState = LuckDrawItemFlashState.Double; FreshItemFlash(); yield return(StartCoroutine(StartMainItemMoveAnim(m_currentSelectedItemIndex, nextEndIndex))); PlayLuckDrawEndAnim(); PlayItemGet(); }
public override void Show(params object[] value) { // if(!m_itemCreated) // { // CreateItems(); // m_itemCreated = true; // } ClearItems(); CreateItems(); m_currentSelectedItemIndex = 0; m_currentItemFlashState = LuckDrawItemFlashState.Normal; FreshItemFlash(); ClearSpecialEffectTip(); SetAllItemCountOrigin(); SetupRightArea(); m_commonTitle.TweenShow(); SoundManager.Instance.PlaySoundEffect("Sound_UIEff_LotteryShine"); base.Show(value); }
void PlayResultAnim(LuckDrawResultType type) { ClearSpecialEffectTip(); SetAllItemCountOrigin(); StopAllCoroutines(); m_currentItemFlashState = LuckDrawItemFlashState.Normal; switch (type) { case LuckDrawResultType.Normal: { int endIndex = (int)(m_currentResult.resultInfoList[0].byID); StartCoroutine(StartNormalAnim(endIndex)); } break; case LuckDrawResultType.TripleHit: { int endIndex = (int)(m_currentResult.resultInfoList[0].byID); int nextIndex = (int)(m_currentResult.resultInfoList[1].byID); StartCoroutine(StartTripleHitAnim(endIndex, nextIndex)); } break; case LuckDrawResultType.Double: { int endIndex = (int)(m_currentResult.resultInfoList[0].byID); int nextIndex = (int)(m_currentResult.resultInfoList[1].byID); StartCoroutine(StartDoubleAnim(endIndex, nextIndex)); } break; case LuckDrawResultType.RewardMultiple: { int endIndex = (int)(m_currentResult.resultInfoList[0].byID); int nextIndex = (int)(m_currentResult.resultInfoList[1].byID); StartCoroutine(StartRewardMultipleAnim(endIndex, nextIndex)); } break; case LuckDrawResultType.GetAll: { int endIndex = (int)(m_currentResult.resultInfoList[0].byID); StartCoroutine(StartGetAllAnim((int)(endIndex))); } break; case LuckDrawResultType.TenTimeDrawResult: { PlayItemGet(); } break; default: break; } }