public void onShow(bool immediately, float delay) { if (immediately) { mHideDone = false; LayoutTools.ACTIVE_WINDOW(mRole); mRole.stop(); mRole.setCurFrameIndex(mRole.getTextureFrameCount() - 1); } else { LayoutTools.ACTIVE_WINDOW_DELAY_EX(mScript, mRole, true, delay, onRoleShow); } }
public override void onShow(bool immediately, string param) { LayoutTools.ACTIVE_WINDOW(mTimeCountDown); mTimeCountDown.stop(); mTimeCountDown.play(); GameTools.PLAY_AUDIO_UI(mTimeCountDown, SOUND_DEFINE.SD_FINISH_COUNT_DOWN); }
public void play(string effect, string subPath, List <Vector2> posList, bool loop, float animSpeed, bool forcePlay = false) { // 如果动作名相同,并且不是强制重新播放,则不播放动作 if (mEffectNode.getTextureSet() == effect && mEffectNode.getSubPath() == subPath && mEffectNode.getPlayState() == PLAY_STATE.PS_PLAY && !forcePlay) { logInfo("play same animation!"); return; } mEffectNode.setTextureSet(effect, subPath); mEffectNode.stop(true, false); mEffectNode.play(); setTexturePosList(posList); setLoop(loop); setPlaySpeed(animSpeed); mEffectNode.addPlayingCallback(onAnimationPlaying); }
public override void onShow(bool immediately, string param) { mAiming.stop(true, false); mAiming.setStartIndex(1); mAiming.play(); mGreenAimingAnim.stop(true, false); mGreenAimingAnim.setStartIndex(1); mGreenAimingAnim.play(); }
public void notifyFinishRace(bool finish) { txNGUITextureAnim window = finish ? mFinishRace : mUnfinishRace; LayoutTools.ACTIVE_WINDOW(window); window.stop(); window.play(); GameTools.PLAY_AUDIO_UI(window, finish ? SOUND_DEFINE.SD_FINISH : SOUND_DEFINE.SD_UNFINISH); }
public override void onShow(bool immediately, string param) { LayoutTools.MOVE_WINDOW_EX(mTrackRoot, mTrackRootStartPos, mTrackRootEndPos, 1.0f, onTrackRootMoveEnd); LayoutTools.ALPHA_WINDOW(mTrackRoot, 0.3f, 1.0f, 1.0f); mSelectTrackTitle.setLoop(LOOP_MODE.LM_ONCE); mSelectTrackTitle.setAutoHide(false); mSelectTrackTitle.stop(true, false); mSelectTrackTitle.play(); }
protected void onLabelShow(object user_data, Command cmd) { int count = mLabelList.Count; float delaytime = 0.5f; for (int i = 0; i < count; i++) { LayoutTools.ACTIVE_WINDOW_DELAY(this, mLabelList[i], true, delaytime); delaytime += 0.5f; } LayoutTools.ACTIVE_WINDOW_DELAY(this, mNext, true, 2.5f); LayoutTools.ACTIVE_WINDOW_DELAY(this, mAIcon, true, 3.5f); mNext.setLoop(LOOP_MODE.LM_ONCE); mNext.setAutoHide(false); mNext.stop(true, false); mNext.play(); }
public override void onShow(bool immediately, string param) { mDataRanking.setLoop(LOOP_MODE.LM_ONCE); mDataRanking.setAutoHide(false); mDataRanking.stop(true, false); mDataRanking.play(); float delaytime = 0.0f; int count = mAminList.Count; for (int i = 0; i < count; i++) { LayoutTools.ACTIVE_WINDOW_DELAY_EX(this, mAminList[i], true, delaytime, onLabelShow, null); delaytime += 0.5f; mAminList[i].setLoop(LOOP_MODE.LM_ONCE); mAminList[i].setAutoHide(false); mAminList[i].stop(true, false); mAminList[i].play(); } }
public override void onShow(bool immediately, string param) { LayoutTools.ACTIVE_WINDOW(mSelectionRoleTitle); mSelectionRoleTitle.stop(); if (immediately) { mSelectionRoleTitle.setCurFrameIndex(mSelectionRoleTitle.getTextureFrameCount() - 1); showDone(); } else { mSelectionRoleTitle.play(); } int count = mRoleSelectionList.Count; for (int i = 0; i < count; ++i) { mRoleSelectionList[i].onShow(immediately, immediately ? 0.0f : i * 0.2f); } }