예제 #1
0
 // 一个动画播放完成
 public void onAniEnd(NumAniBase ani)
 {
     if (onAniEndDisp != null)
     {
         onAniEndDisp(ani);
     }
 }
예제 #2
0
 protected void onMin2HandleEnd(NumAniBase ani)
 {
     //m_startAni.stateId = 0;
     //m_startAni.play();
     m_onEnterHandleEntryDisp.dispatchEvent(this.m_card);
     Ctx.m_instance.m_logSys.log("自己卡牌从场景区域到手牌区域动画结束");
 }
예제 #3
0
 protected void endCurAni(NumAniBase ani)
 {
     if (ani.bAniEndDispNotNull())
     {
         ani.getAniEndDisp()(ani);
     }
     ani.stop();                 // 停止动画
     m_numAniList.Remove(ani);
 }
예제 #4
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        // 开始卡牌动画播放结束,注意开始有 3 张或者 4 张卡牌做动画,只有一个有回调函数
        protected void onFaPai2MinAniEnd(NumAniBase ani)
        {
            //m_startAni.stateId = 0;
            //m_startAni.play();
            //m_startAni.stop();

            //m_sceneCardBaseData.m_behaviorControl.moveToDestDirect(trackAniControl.destPos);    // 移动到终点位置
            Ctx.m_instance.m_logSys.log("自己卡牌从发牌区到场景区域动画结束");
        }
예제 #5
0
 protected void endCurAni(NumAniBase ani)
 {
     if (ani.bAniEndDispNotNull())
     {
         ani.getAniEndDisp()(ani);
     }
     ani.stop();                 // 停止动画
     m_numAniList.Remove(ani);
 }
예제 #6
0
        public void addOneNumAni(NumAniBase ani)
        {
            m_numAniList.Add(ani);

            if (ani is ITweenAniBase)   // 如果是补间动画
            {
                ani.setDispGo(m_go);
                ani.setMethodName("onAniEnd");
            }
            else if(ani is DopeSheetAni)
            {
                ani.setAniEndDisp(onOneAniEndHandle);
            }
        }
예제 #7
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        public void addOneNumAni(NumAniBase ani)
        {
            m_numAniList.Add(ani);

            if (ani is ITweenAniBase)   // 如果是补间动画
            {
                ani.setDispGo(m_go);
                ani.setMethodName("onAniEnd");
            }
            else if (ani is DopeSheetAni)
            {
                ani.setAniEndDisp(onOneAniEndHandle);
            }
        }
예제 #8
0
 virtual protected void onOneAniEndHandle(NumAniBase ani)
 {
 }
예제 #9
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 protected void onFanPaiAniEnd(NumAniBase ani)
 {
     m_bOpened = true;
     ++UIOpenPack.m_iOpenedNum;
     if (UIOpenPack.m_iOpenedNum == 5)
     {
         UIOpenPack.m_iOpenedNum = 0;
         UIOpenPack uiPack = Ctx.m_instance.m_uiMgr.getForm(UIFormID.eUIOpenPack) as UIOpenPack;
         if (uiPack != null)
         {
             UtilApi.SetActive(uiPack.m_okBtn.selfGo, true);
         }
     }
 }
예제 #10
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 public void onMove2InplaceEnd(NumAniBase ani)
 {
     m_attStateFSM.MoveToState(SceneStateId.SSDest2Inplaced);
 }
 public void onMove2DestEnd(NumAniBase ani)
 {
     onMoveEndHandle(null);
 }
예제 #12
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 protected void onStart2HandleAni(NumAniBase ani)
 {
     Ctx.m_instance.m_logSys.log("自己卡牌从发牌区域到手牌区域动画结束");
     m_onEnterHandleEntryDisp.dispatchEvent(this.m_card);
 }
예제 #13
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 public void onMove2DestEnd(NumAniBase ani)
 {
     onMoveEndHandle(null);
 }
예제 #14
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 // 开始卡牌动画播放结束
 protected void onEnemyFaPaiAniEnd(NumAniBase ani)
 {
     m_onEnterHandleEntryDisp.dispatchEvent(this.m_card);
     Ctx.m_instance.m_logSys.log("Enemy 卡牌从发牌区域到手牌区域动画结束");
 }
예제 #15
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 // 特效移动到终点
 protected void onMoveToDest(NumAniBase ani)
 {
     m_moveDestEventDispatch.dispatchEvent(this);
 }
예제 #16
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        virtual protected void onOneAniEndHandle(NumAniBase ani)
        {

        }
예제 #17
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 // 特效移动到终点
 protected void onMoveToDest(NumAniBase ani)
 {
     m_moveDestEventDispatch.dispatchEvent(this);
 }