// 延迟变化窗口的HSL偏移 public static void HSL_WINDOW_DELAY(txUIObject obj, float delayTime, Vector3 start, Vector3 target, float time) { CommandWindowHSL cmdHSL = mCommandSystem.newCmd <CommandWindowHSL>(false, true); cmdHSL.mStartHSL = start; cmdHSL.mTargetHSL = target; cmdHSL.mFadeTime = time; mCommandSystem.pushDelayCommand(cmdHSL, obj, delayTime); }
// 变化窗口的HSL偏移 public static void HSL_WINDOW(txUIObject obj, Vector3 start, Vector3 target, float time) { CommandWindowHSL cmdHSL = mCommandSystem.newCmd <CommandWindowHSL>(false); cmdHSL.mStartHSL = start; cmdHSL.mTargetHSL = target; cmdHSL.mFadeTime = time; mCommandSystem.pushCommand(cmdHSL, obj); }
//-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- // HSL public static void HSL_WINDOW(txUIObject obj, Vector3 hsl) { CommandWindowHSL cmd = mCommandSystem.newCmd <CommandWindowHSL>(false, false); cmd.mName = ""; cmd.mOnceLength = 0.0f; cmd.mStartHSL = hsl; cmd.mTargetHSL = hsl; mCommandSystem.pushCommand(cmd, obj); }
public static void HSL_KEYFRAME_WINDOW(txUIObject obj, string keyframe, Vector3 start, Vector3 target, float onceLength, bool loop, float offset) { if (keyframe == "" || MathUtility.isFloatZero(onceLength)) { UnityUtility.logError("时间或关键帧不能为空,如果要停止组件,请使用void HSL_WINDOW(txUIObject obj, Vector3 hsl)"); } CommandWindowHSL cmd = mCommandSystem.newCmd <CommandWindowHSL>(false, false); cmd.mName = keyframe; cmd.mLoop = loop; cmd.mOnceLength = onceLength; cmd.mOffset = offset; cmd.mStartHSL = start; cmd.mTargetHSL = target; mCommandSystem.pushCommand(cmd, obj); }