示例#1
0
        //普通中奖动画
        IEnumerator StartNormalAnim(int endIndex)
        {
            m_currentItemFlashState = LuckDrawItemFlashState.Normal;
            PlayLuckDrawBeginAnim();
            yield return(new WaitForSeconds(m_startAnimLength));

            yield return(StartCoroutine(StartMainItemMoveAnim(m_currentSelectedItemIndex, endIndex)));

            PlayLuckDrawEndAnim();
            PlayItemGet();
        }
示例#2
0
        //双龙戏珠动画
        IEnumerator StartDoubleAnim(int endIndex, int nextEndIndex)
        {
            PlayLuckDrawBeginAnim();
            yield return(new WaitForSeconds(m_startAnimLength));

            yield return(StartCoroutine(StartMainItemMoveAnim(m_currentSelectedItemIndex, endIndex)));

            TryShowSpecialEffectTip();
            yield return(new WaitForSeconds(1f));

            m_currentItemFlashState = LuckDrawItemFlashState.Double;
            FreshItemFlash();
            yield return(StartCoroutine(StartMainItemMoveAnim(m_currentSelectedItemIndex, nextEndIndex)));

            PlayLuckDrawEndAnim();
            PlayItemGet();
        }
示例#3
0
        public override void Show(params object[] value)
        {
//           if(!m_itemCreated)
//            {
//                CreateItems();
//                m_itemCreated = true;
//            }
            ClearItems();
            CreateItems();
            m_currentSelectedItemIndex = 0;
            m_currentItemFlashState    = LuckDrawItemFlashState.Normal;
            FreshItemFlash();
            ClearSpecialEffectTip();
            SetAllItemCountOrigin();
            SetupRightArea();
            m_commonTitle.TweenShow();
            SoundManager.Instance.PlaySoundEffect("Sound_UIEff_LotteryShine");

            base.Show(value);
        }
示例#4
0
        void PlayResultAnim(LuckDrawResultType type)
        {
            ClearSpecialEffectTip();
            SetAllItemCountOrigin();
            StopAllCoroutines();
            m_currentItemFlashState = LuckDrawItemFlashState.Normal;


            switch (type)
            {
            case LuckDrawResultType.Normal:
            {
                int endIndex = (int)(m_currentResult.resultInfoList[0].byID);

                StartCoroutine(StartNormalAnim(endIndex));
            }

            break;

            case LuckDrawResultType.TripleHit:
            {
                int endIndex  = (int)(m_currentResult.resultInfoList[0].byID);
                int nextIndex = (int)(m_currentResult.resultInfoList[1].byID);
                StartCoroutine(StartTripleHitAnim(endIndex, nextIndex));
            }

            break;

            case LuckDrawResultType.Double:
            {
                int endIndex  = (int)(m_currentResult.resultInfoList[0].byID);
                int nextIndex = (int)(m_currentResult.resultInfoList[1].byID);
                StartCoroutine(StartDoubleAnim(endIndex, nextIndex));
            }

            break;

            case LuckDrawResultType.RewardMultiple:
            {
                int endIndex  = (int)(m_currentResult.resultInfoList[0].byID);
                int nextIndex = (int)(m_currentResult.resultInfoList[1].byID);
                StartCoroutine(StartRewardMultipleAnim(endIndex, nextIndex));
            }

            break;

            case LuckDrawResultType.GetAll:
            {
                int endIndex = (int)(m_currentResult.resultInfoList[0].byID);

                StartCoroutine(StartGetAllAnim((int)(endIndex)));
            }

            break;

            case LuckDrawResultType.TenTimeDrawResult:
            {
                PlayItemGet();
            }

            break;

            default:
                break;
            }
        }