public void HdlBtContinueOnclk() { ReactLayoutBattle.Fade(0, 0); ReactLayoutBattle.Fade(3, 0); }//继续游戏
}//打开设置 public void HdlBtQuitOnclk() { ReactLayoutBattle.Fade(2, 0); }
}//继续游戏 public void HdlBtPauseOnclk() { ReactLayoutBattle.Fade(0, 1); ReactLayoutBattle.Fade(3, 1); }//暂停游戏
}//暂停游戏 public void HdlBtSettingsOnclk() { ReactLayoutBattle.Fade(1, 1); ReactLayoutBattle.Fade(0, 0); }//打开设置
void TransSceneApply() { FadeApplySingle(4, false, true, timeTransSceneInAndOut + 6); if ((imgUstc.GetComponent <CanvasGroup>().alpha == 0) && (StateLayoutBase.isFading[0, 2] || StateLayoutBase.isFading[1, 2])) { count[2]++; canvasGroup = cvObstruct.GetComponent <CanvasGroup>(); if (canvasGroup.alpha != 0) { canvasGroup.alpha = 0; cvObstruct.gameObject.SetActive(true); cvTransScene.gameObject.SetActive(true); } if (StateLayoutBase.isFading[0, 2]) { imgTransSceneLeft.transform.localPosition = new Vector3(Convert.ToSingle(-1360 + FuncEffects.FadeInEaseOut(count[2], timeTransSceneInAndOut) * 680), -425, 0); imgTransSceneRight.transform.localPosition = new Vector3(Convert.ToSingle(1360 - FuncEffects.FadeInEaseOut(count[2], timeTransSceneInAndOut) * 680), -425, 0); } else { imgTransSceneLeft.transform.localPosition = new Vector3(Convert.ToSingle(-1360 + FuncEffects.FadeOutEaseIn(count[2], timeTransSceneInAndOut) * 680), -425, 0); imgTransSceneRight.transform.localPosition = new Vector3(Convert.ToSingle(1360 - FuncEffects.FadeOutEaseIn(count[2], timeTransSceneInAndOut) * 680), -425, 0); } if (count[2] >= timeTransSceneInAndOut) { if (StateLayoutBase.isFading[0, 2]) { StateLayoutBase.isFading[1, 4] = true; ustc = true; //SceneManager.LoadScene(3);// imgTransSceneLeft.transform.localPosition = new Vector3(-680, -425, 0); imgTransSceneRight.transform.localPosition = new Vector3(680, -425, 0); StateLayoutBase.isFading[0, 2] = false; //ReactLayoutBase.Fade(2,1);// //StateLayoutBase.isFading[0, 2] = false;// Debug.Log("??"); cvObstruct.gameObject.SetActive(false); //cvTransScene.gameObject.SetActive(false);// canvasGroup.alpha = 1; count[2] = 0; } else { imgTransSceneLeft.transform.localPosition = new Vector3(-1360, -425, 0); // imgTransSceneRight.transform.localPosition = new Vector3(1360, -425, 0); // StateLayoutBase.isFading[1, 2] = false; cvObstruct.gameObject.SetActive(false); cvTransScene.gameObject.SetActive(false); canvasGroup.alpha = 1; count[2] = 0; } } } if (ustc && imgUstc.GetComponent <CanvasGroup>().alpha == 1f) { //SceneManager.LoadScene(1);// ReactLayoutBattle.Fade(2, 1);// StateLayoutBattle.isFading[0, 4] = true; StartCoroutine(loadScene(1)); //cvTransScene.gameObject.SetActive(false);// } }//转场出/入