Exemplo n.º 1
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 public void HdlBtContinueOnclk()
 {
     ReactLayoutBattle.Fade(0, 0);
     ReactLayoutBattle.Fade(3, 0);
 }//继续游戏
Exemplo n.º 2
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    }//打开设置

    public void HdlBtQuitOnclk()
    {
        ReactLayoutBattle.Fade(2, 0);
    }
Exemplo n.º 3
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    }//继续游戏

    public void HdlBtPauseOnclk()
    {
        ReactLayoutBattle.Fade(0, 1);
        ReactLayoutBattle.Fade(3, 1);
    }//暂停游戏
Exemplo n.º 4
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    }//暂停游戏

    public void HdlBtSettingsOnclk()
    {
        ReactLayoutBattle.Fade(1, 1);
        ReactLayoutBattle.Fade(0, 0);
    }//打开设置
Exemplo n.º 5
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    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