示例#1
0
    IEnumerator BeginToRotate()
    {
        MiniItween mm = MiniItween.RotateTo(this.gameObject, new Vector3(gameObject.transform.localRotation.x - 60.0f, 0.0f, 0.0f), 2.0f);

        mm.myDelegateFuncWithObject += _mm;
        yield return(null);
    }
示例#2
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	public void SetFinalPos()
	{
		if(key)return;
		MiniItween m = MiniItween.MoveTo(gameObject, CradSystemFx.GetInstance().mPetBoxPos, 0.4f);
		MiniItween.ScaleTo(gameObject, new Vector3(0,0,0), 0.4f);
		MiniItween.RotateTo(gameObject, Quaternion.Euler(new Vector3(0,180,0)), 1.5f);
		m.myDelegateFuncWithObject += SetFinalPos;
		
	}
示例#3
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    //如果多出来的区域,要滑动回去

    //Vector3 ResetPos1 = new Vector3(28.07034f,0,20.4f);
//	Vector3 ResetPos2 = new Vector3(25.13108f,0,30.87951f);
//	Vector3 ResetPos3 =new Vector3(30.11301f,0,41.37781f);
//	Vector3 ResetPos4 = new Vector3(30f,0,30f);
    private bool SwipToMin()
    {
        Vector3 curAngle = transform.rotation.eulerAngles;
        bool    result   = false;

        if (curAngle.x > MAX_NEAR_X && curAngle.z > MAX_NEAR_Z)
        {
            MiniItween.RotateTo(gameObject, new Vector3(MAX_NEAR_X, 0, MAX_NEAR_Z), BACKTIME);
            //MiniItween.RotateTo(gameObject, ResetPos3, BACKTIME);
            result = true;
        }
        else if (curAngle.x > MAX_NEAR_X && curAngle.z < MIN_NEAR_Z)
        {
            //MiniItween.RotateTo(gameObject, ResetPos1, BACKTIME);
            MiniItween.RotateTo(gameObject, new Vector3(MAX_NEAR_X, 0, MIN_NEAR_Z), BACKTIME);
            result = true;
        }
        else if (curAngle.x < MIN_NEAR_X && curAngle.z < MIN_NEAR_Z)
        {
            //MiniItween.RotateTo(gameObject, ResetPos1, BACKTIME);
            MiniItween.RotateTo(gameObject, new Vector3(MIN_NEAR_X, 0, MIN_NEAR_Z), BACKTIME);
            result = true;
        }
        else if (curAngle.x < MIN_NEAR_X && curAngle.z > MAX_NEAR_Z)
        {
            //MiniItween.RotateTo(gameObject, ResetPos3, BACKTIME);
            MiniItween.RotateTo(gameObject, new Vector3(MIN_NEAR_X, 0, MAX_NEAR_Z), BACKTIME);
            result = true;
        }
        else if (curAngle.x > MAX_NEAR_X)
        {
            MiniItween.RotateTo(gameObject, new Vector3(MAX_NEAR_X, 0, curAngle.z), BACKTIME);
            //MiniItween.RotateTo(gameObject, ResetPos4, BACKTIME);
            result = true;
        }
        else if (curAngle.x < MIN_NEAR_X)
        {
            MiniItween.RotateTo(gameObject, new Vector3(MIN_NEAR_X, 0, curAngle.z), BACKTIME);
            //MiniItween.RotateTo(gameObject, ResetPos2, BACKTIME);
            result = true;
        }
        else if (curAngle.z > MAX_NEAR_Z)
        {
            //MiniItween.RotateTo(gameObject, ResetPos3, BACKTIME);
            MiniItween.RotateTo(gameObject, new Vector3(curAngle.x, 0, MAX_NEAR_Z), BACKTIME);
            result = true;
        }
        else if (curAngle.z < MIN_NEAR_Z)
        {
            //MiniItween.RotateTo(gameObject, ResetPos1, BACKTIME);
            MiniItween.RotateTo(gameObject, new Vector3(curAngle.x, 0, MIN_NEAR_Z), BACKTIME);
            result = true;
        }
        return(result);
    }
示例#4
0
    IEnumerator DoRotate(float delayTime, Vector3 v3, float animTime, MiniItween.EasingType animType, bool RotSelf)
    {
        yield return(new WaitForSeconds(delayTime));

        if (RotSelf)
        {
            MiniItween.RotateTo(this.gameObject, v3 + v3_OriginRotation, animTime, animType, false);
        }
        else
        {
            MiniItween.RotateTo(this.gameObject, v3 + v3_OriginRotation, animTime, animType, true);
        }
    }
示例#5
0
 public void Rotate(bool right)
 {
     if (right)
     {
         Quaternion to = Quaternion.Euler(new Vector3(0, NowRotation.y + angel, 0));
         MiniItween.RotateTo(StageOBJ, to, time);
     }
     else
     {
         Quaternion to = Quaternion.Euler(new Vector3(0, NowRotation.y - angel, 0));
         MiniItween.RotateTo(StageOBJ, to, time);
     }
 }
示例#6
0
    /// <summary>
    /// 翻转动画,可以使用技能
    /// </summary>
    /// <returns>The animation.</returns>
    IEnumerator ShowAnimationOpen(int skillIconId, int NuQi)
    {
        Vector3 Quart = new Vector3(0f, 90f, 0f);
        Vector3 Half  = new Vector3(0f, 180f, 0f);

        //播放声效
        Core.Data.soundManager.SoundFxPlay(SoundFx.Btn2);
        //播放特效
        goPartExplore.gameObject.SetActive(true);

        //先放大
        MiniItween.ScaleTo(Icon_BG.gameObject, Min_Scale, Scale_Time, ScaleType);
        yield return(new WaitForSeconds(Scale_Time));

        //再旋转
        MiniItween.RotateTo(Icon_BG.gameObject, Quart, Half_Rotate_Time);
        yield return(new WaitForSeconds(Half_Rotate_Time));

        // 换贴图
        Icon_BG.spriteName = "nuqijizhengmian";
        //开始显示技能图标
        Icon.transform.localScale    = Min_Scale;
        Icon.transform.localRotation = Quaternion.Euler(-Quart);
        Icon.gameObject.SetActive(true);
//        Icon.spriteName = skillIconId.ToString();

        Icon.gameObject.GetComponent <UIButton> ().normalSprite = skillIconId.ToString();
        txtPoint.text = NuQi.ToString();

        //再次旋转90°
        MiniItween.RotateTo(Icon_BG.gameObject, Half, Half_Rotate_Time);
        MiniItween.RotateTo(Icon.gameObject, Vector3.zero, Half_Rotate_Time);
        yield return(new WaitForSeconds(Half_Rotate_Time));

        //显示粒子效果
        goParticle.gameObject.SetActive(true);

        //再次缩小回去
        MiniItween.ScaleTo(Icon_BG.gameObject, Vector3.one, Scale_Time, ScaleType);
        MiniItween.ScaleTo(Icon.gameObject, Vector3.one, Scale_Time, ScaleType);
        yield return(new WaitForSeconds(Scale_Time));

        //震动
        Core.Data.soundManager.SoundFxPlay(SoundFx.Btn3);
        MiniItween.Shake(gameObject, ShakeVec, Shake_Time, MiniItween.EasingType.EaseOutCirc);
        //goPoint.SetActive(true);

        //1S后消除
        Invoke("hideExplore", 1f);
    }
示例#7
0
    /// <summary>
    /// 翻转动画,不可以使用技能
    /// </summary>
    /// <returns>The animation close.</returns>

    IEnumerator ShowAnimationClose()
    {
        Vector3 Quart = new Vector3(0f, 90f, 0f);

        //先关闭消耗怒气点信息,再次关闭特效
        //goPoint.SetActive(false);
        goParticle.gameObject.SetActive(false);

        Core.Data.soundManager.SoundFxPlay(SoundFx.Btn2);
        //先放大
        MiniItween.ScaleTo(Icon_BG.gameObject, Min_Scale, Scale_Time, ScaleType);
        MiniItween.ScaleTo(Icon.gameObject, Min_Scale, Scale_Time, ScaleType);
        yield return(new WaitForSeconds(Scale_Time));

        //再旋转
        MiniItween.RotateTo(Icon_BG.gameObject, Quart, Half_Rotate_Time);
        MiniItween.RotateTo(Icon.gameObject, Quart, Half_Rotate_Time);
        yield return(new WaitForSeconds(Half_Rotate_Time));

        //隐藏技能图标
        Icon.gameObject.SetActive(false);
        Icon.transform.localRotation = Quaternion.Euler(Vector3.zero);

        Icon_BG.spriteName = "nuqijibeimian";

        //再次旋转90°
        MiniItween.RotateTo(Icon_BG.gameObject, Vector3.zero, Half_Rotate_Time);
        yield return(new WaitForSeconds(Half_Rotate_Time));

        //再次缩小回去
        MiniItween.ScaleTo(Icon_BG.gameObject, Vector3.one, Scale_Time, ScaleType);
        yield return(new WaitForSeconds(Scale_Time));

        //震动
        Core.Data.soundManager.SoundFxPlay(SoundFx.Btn3);
        MiniItween.Shake(gameObject, ShakeVec, Shake_Time, MiniItween.EasingType.EaseOutCirc);
    }
示例#8
0
    void Return_Rot()
    {
        Vector3 Go_pos;

        if (Now_Pos_V3.z - Default_Rot.z < -L_Max)
        {
            Go_pos    = Now_Pos_V3;
            Go_pos.z += BakeDistance;
            //结束旋转任务
            MiniItween.DeleteType(this.gameObject, MiniItween.Type.Rotate);
            MiniItween.RotateTo(this.gameObject, Go_pos, BakeTime, MiniItween.EasingType.EaseInOutCubic);
        }
        else if (Now_Pos_V3.z - Default_Rot.z > R_Max)
        {
            Go_pos    = Now_Pos_V3;
            Go_pos.z -= BakeDistance;
            //结束旋转任务
            MiniItween.DeleteType(this.gameObject, MiniItween.Type.Rotate);
            MiniItween.RotateTo(this.gameObject, Go_pos, BakeTime, MiniItween.EasingType.EaseInOutCubic);
        }
        else if (Now_Pos_V3.x - Default_Rot.x < -U_Max)
        {
            Go_pos    = Now_Pos_V3;
            Go_pos.x += BakeDistance;
            //结束旋转任务
            MiniItween.DeleteType(this.gameObject, MiniItween.Type.Rotate);
            MiniItween.RotateTo(this.gameObject, Go_pos, BakeTime, MiniItween.EasingType.EaseInOutCubic);
        }
        else if (Now_Pos_V3.x - Default_Rot.x > D_Max)
        {
            Go_pos    = Now_Pos_V3;
            Go_pos.x -= BakeDistance;
            //结束旋转任务
            MiniItween.DeleteType(this.gameObject, MiniItween.Type.Rotate);
            MiniItween.RotateTo(this.gameObject, Go_pos, BakeTime, MiniItween.EasingType.EaseInOutCubic);
        }
    }