void ShakeAndLight() { pslight.Play(); MiniItween.Shake(gameObject, shakeVec, shakeTime, MiniItween.EasingType.Bounce).myDelegateFunc += delegate() { StartCoroutine(Quit()); }; }
//------------------Page4-------------------- void PlayPage5() { Core.Data.soundManager.SoundFxPlay(SoundFx.FX_BaoZha4); MiniItween.Shake(Page5_Left.gameObject, new Vector3(5f, 5f, 0), 2f, MiniItween.EasingType.EaseInCubic, false); Page5_fly.enabled = true; Invoke("PlayPage5_2", 2f); }
IEnumerator shakeEx() { MiniItween.Shake(Camera.main.gameObject, shakeV3, shakeTime, ShakeType, false); yield return(new WaitForSeconds(shakeTime)); Back(); }
public void CloseDoor() { MiniItween.MoveTo(DoorLeft, oldDoorLeft, CloseDoorTime, MiniItween.EasingType.EaseOutCirc, false); MiniItween.MoveTo(DoorRight, oldDoorRight, CloseDoorTime, MiniItween.EasingType.EaseOutCirc, false); MiniItween.Shake(Door, DoorMoveV3, DoorDisTime, MiniItween.EasingType.Linear, false); Invoke("OpenBattleDoor", RepeatTime); }
void PlayPage7_2() { Page7_fly.gameObject.SetActive(false); Page7_bomb.gameObject.SetActive(true); Page7_gangdang.enabled = true; Core.Data.soundManager.SoundFxPlay(SoundFx.FX_BaoZha1); MiniItween.Shake(Page7_back.gameObject, new Vector3(5f, 5f, 0), 2f, MiniItween.EasingType.EaseInCubic, false); Invoke("PlayPage7_3", 2f); }
public void aoYiIconAnimationComplete(GameObject g) { MiniItween m = g.GetComponent <MiniItween>(); m.myDelegateFuncWithObject -= aoYiIconAnimationComplete; setAoYi(); MiniItween.Shake(this.background, new Vector3(0, 2.0f, 0), 0.2f, MiniItween.EasingType.Normal, false); }
IEnumerator PlayShakeAnim() { yield return(new WaitForSeconds(0.3f)); MiniItween.Shake(this.gameObject, new Vector3(20, 20, 0), 0.4f, MiniItween.EasingType.Normal, false); for (int i = 0; i < m_particles.Length; i++) { m_particles [i].enableEmission = true; m_particles [i].Play(); } }
void StepSix() { GameObject obj_5 = spAni[5].gameObject; GameObject obj_0 = spAni[0].gameObject; obj_5.SetActive(true); MiniItween.ScaleTo(obj_5, Vector3.one, 0.2f).myDelegateFunc += () => { MiniItween.Shake(obj_0, new Vector3(10, 10, 0), 0.2f, MiniItween.EasingType.EaseInCubic, false); }; }
void StepFour() { GameObject obj_3 = spAni[3].gameObject; GameObject obj_2 = spAni[2].gameObject; Vector3 targetScale = Vector3.one * 1.3f; MiniItween.ScaleTo(obj_3, targetScale, 0.15f).myDelegateFunc += () => { MiniItween.ScaleTo(obj_3, Vector3.one, 0.1f); MiniItween.Shake(obj_2, new Vector3(6, 6, 0), 0.2f, MiniItween.EasingType.EaseInCubic, false); }; }
void animation_6() { GameObject go3 = listSprite2D[2].gameObject; GameObject go5 = listSprite2D[4].gameObject; MiniItween.Shake(go5, new Vector3(5f, 5f, 0), 0.2f, MiniItween.EasingType.EaseInCubic, false); MiniItween.Shake(go3, new Vector3(5f, 5f, 0), 0.2f, MiniItween.EasingType.EaseInCubic, false); //Debug.Log("动画结束"); Invoke("animation_Mask_Wait", 1f); }
/// <summary> /// 显示第一次的动画 /// </summary> IEnumerator FirstShowAnim() { //先把缩放到0 gameObject.transform.localScale = InitVec; //开始放大 MiniItween.ScaleTo(gameObject, Vector3.one, ScaleTime, MiniItween.EasingType.EaseInCirc); yield return(new WaitForSeconds(ScaleTime)); //震动 MiniItween.Shake(gameObject, ShakeVec, ShakeTime, MiniItween.EasingType.EaseOutCirc); }
IEnumerator OpenDoor() { DoorLeft.transform.localPosition = oldDoorLeft; DoorRight.transform.localPosition = oldDoorRight; MiniItween.Shake(DoorLeft, DoorShakeV3, DoorShakeTime, MiniItween.EasingType.EaseInOutQuart, false); MiniItween.Shake(DoorRight, DoorShakeV3, DoorShakeTime, MiniItween.EasingType.EaseInOutQuart, false); yield return(new WaitForSeconds(DoorShakeTime)); StartCoroutine(DoorShift()); }
IEnumerator Step4() { Sp4.gameObject.SetActive(true); Sp4.transform.localPosition = Step4StarPos; MiniItween.MoveTo(Sp4.gameObject, Step4EndPos, Step4FlipTime); yield return(new WaitForSeconds(Step4StartShake)); MiniItween.Shake(Sp1.gameObject, Step4ShakeVec3, Step4ShakeTime, MiniItween.EasingType.Linear); MiniItween.Shake(Sp2.gameObject, Step4ShakeVec3, Step4ShakeTime, MiniItween.EasingType.Linear); yield return(new WaitForSeconds(Gap4)); }
IEnumerator showTip() { GoTip.SetActive(true); GoTip.transform.localPosition = TipStarVec3; lblTip.color = new Color(1f, 1f, 0f, 0f); MiniItween.MoveTo(GoTip, Vector3.zero, MoveTime); MiniItween.ColorTo(lblTip.gameObject, new V4(new Color(1f, 1f, 0f, 1f)), MoveTime, MiniItween.Type.ColorWidget); yield return(new WaitForSeconds(MoveTime)); MiniItween.Shake(GoTip, ShakeVec3, 0.2f, MiniItween.EasingType.EaseOutCirc).FinishedAnim = () => { GoTip.transform.localPosition = Vector3.zero; }; }
/// <summary> /// 撞击动画 /// </summary> /// <returns>The animation.</returns> IEnumerator HitAnim(bool vs) { float scale = vs ? HitScaleEx : HitScale; gameObject.transform.localScale = Vector3.one * scale; Vector3 normal = vs ? VS_InitScale * Vector3.one : Vector3.one; MiniItween.ScaleTo(gameObject, normal, HitTime, MiniItween.EasingType.EaseInExpo); yield return(new WaitForSeconds(HitTime)); MiniItween.Shake(gameObject, ShakeVec3, ShakeTime, MiniItween.EasingType.EaseOutCubic); }
/// <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); }
IEnumerator Step5() { Sp5.gameObject.SetActive(true); Sp5.transform.localScale = Vector3.one * InitScaleFac; Sp5.color = trans; MiniItween.ScaleTo(Sp5.gameObject, Vector3.one * 0.9f, Step5ScaleTime); MiniItween.ColorTo(Sp5.gameObject, new V4(Color.white), Step5ScaleTime, MiniItween.Type.ColorWidget); yield return(new WaitForSeconds(Step5ScaleTime)); MiniItween.Shake(Sp4.gameObject, Step4ShakeVec3, Step5ShakeTime, MiniItween.EasingType.Linear); MiniItween.ScaleTo(Sp5.gameObject, Vector3.one, 0.1f); yield return(new WaitForSeconds(Step5ShakeTime)); }
void animation_5() { //Debug.Log("动画五结束"); //Debug.Log("动画六开始"); GameObject go2 = listSprite2D[1].gameObject; GameObject go3 = listSprite2D[2].gameObject; MiniItween.Shake(go2, new Vector3(5f, 5f, 0), 0.2f, MiniItween.EasingType.EaseInCubic, false); MiniItween.Shake(go3, new Vector3(5f, 5f, 0), 0.2f, MiniItween.EasingType.EaseInCubic, false); Invoke("animation_6_Wait", 0.4f); }
/// <summary> /// 持续的点击 /// </summary> IEnumerator KeepShowAnim(GameObject[] GoObj) { foreach (GameObject go in GoObj) { //先把缩放到0 go.transform.localScale = MaxNumVec; //开始放大 MiniItween.ScaleTo(go, Vector3.one, ScaleNumTime, MiniItween.EasingType.EaseInCirc); yield return(new WaitForSeconds(ScaleTime)); //震动 MiniItween.Shake(go, ShakeNumVec, ShakeNumTime, MiniItween.EasingType.EaseOutCirc); } }
IEnumerator Step7() { Part1.gameObject.SetActive(false); Sp7.gameObject.SetActive(true); Sp7.transform.localPosition = Step7StartPos; MiniItween.MoveTo(Sp7.gameObject, Step7EndPos, Step7Fliptime); yield return(new WaitForSeconds(Step7Fliptime)); Sp7.transform.localPosition = Step7EndPos; MiniItween.Shake(Sp7.gameObject, Step7ShakeVec3, Step7ShakeTime, MiniItween.EasingType.Linear); yield return(new WaitForSeconds(Step7ShakeTime)); }
IEnumerator Step11() { Sp11.gameObject.SetActive(true); Sp11.transform.localPosition = Step11StarPos; MiniItween.MoveTo(Sp11.gameObject, Step11EndPos, Step11MoveTime); yield return(new WaitForSeconds(Step11MoveTime)); MiniItween.Shake(Sp9.gameObject, Step4ShakeVec3, Step11ShakeTime, MiniItween.EasingType.Linear); yield return(new WaitForEndOfFrame()); yield return(new WaitForEndOfFrame()); Sp11.transform.localPosition = Step11Pos; MiniItween.Shake(Sp10.gameObject, Step4ShakeVec3, Step11ShakeTime, MiniItween.EasingType.Linear); yield return(new WaitForSeconds(Gap11)); }
IEnumerator Step13() { Sp13.gameObject.SetActive(true); Sp13.transform.localScale = Vector3.one * Step13InitScale; MiniItween.ScaleTo(Sp13.gameObject, Vector3.one * Step13Large, Step13ScaleTime); yield return(new WaitForSeconds(Step13ScaleTime)); yield return(new WaitForEndOfFrame()); Sp13.transform.localScale = Vector3.one; yield return(new WaitForEndOfFrame()); Sp13.transform.localScale = Vector3.one; MiniItween.Shake(Sp13.gameObject, Step13ShakeVec, Step13ShakeTime, MiniItween.EasingType.EaseOutCirc); yield return(new WaitForSeconds(Step13ShakeTime)); }
IEnumerator Hit() { Color trans = new Color(1F, 1F, 1F, 0F); foreach (UILabel lbl in words) { lbl.gameObject.SetActive(true); lbl.transform.localScale = LargeVec3; lbl.color = trans; MiniItween.ScaleTo(lbl.gameObject, Vector3.one, ScaleTime, MiniItween.EasingType.EaseOutCubic); MiniItween.ColorTo(lbl.gameObject, new V4(Color.white), ScaleTime, MiniItween.EasingType.EaseOutCubic, MiniItween.Type.ColorWidget); yield return(new WaitForSeconds(ScaleTime)); MiniItween.Shake(lbl.gameObject, ShakeVec3, ShakeTime, MiniItween.EasingType.EaseInCubic); } }
IEnumerator DoorShift() { MiniItween.MoveTo(DoorLeft, LeftDoorDisappear, DoorDisTime, false); MiniItween.MoveTo(DoorRight, RightDoorDisappear, DoorDisTime, false); MiniItween.Shake(Door, DoorMoveV3, DoorDisTime, MiniItween.EasingType.Linear, false); //Create CRLuo_Scene Object obj = PrefabLoader.loadFromPack("CRLuo/System/ShowVS", false, false); Instantiate(obj); yield return(new WaitForSeconds(LightTime)); ScaleToSmall(); //Create Light //Instantiate(go_Light); obj = null; }
IEnumerator anim() { Color trans = new Color(1f, 1f, 1f, 0f); //透明,变大的状态 spK.transform.localScale = InitScale; spK.color = trans; spO.transform.localScale = InitScale; spO.color = trans; //开始显示K Core.Data.soundManager.SoundFxPlay(SoundFx.FX_KO); MiniItween.ScaleTo(spK.gameObject, Vector3.one, ScaleTime); MiniItween.ColorTo(spK.gameObject, new V4(Color.white), ScaleTime, MiniItween.Type.ColorWidget); yield return(new WaitForSeconds(ScaleTime)); //开始震动K MiniItween.Shake(spK.gameObject, ShakeVec, ShakeTime, MiniItween.EasingType.EaseOutExpo); //开始显示O Core.Data.soundManager.SoundFxPlay(SoundFx.FX_KO); MiniItween.ScaleTo(spO.gameObject, Vector3.one, ScaleTime); MiniItween.ColorTo(spO.gameObject, new V4(Color.white), ScaleTime, MiniItween.Type.ColorWidget); yield return(new WaitForSeconds(ScaleTime)); //开始震动O MiniItween.Shake(spO.gameObject, ShakeVec, ShakeTime, MiniItween.EasingType.EaseOutExpo); //保持稳定 yield return(new WaitForSeconds(HoldTime)); //开始消失KO MiniItween.ScaleTo(spK.gameObject, InitScale, ScaleTime); MiniItween.ColorTo(spK.gameObject, new V4(trans), ScaleTime, MiniItween.EasingType.EaseOutExpo, MiniItween.Type.ColorWidget); MiniItween.ScaleTo(spO.gameObject, InitScale, ScaleTime); MiniItween.ColorTo(spO.gameObject, new V4(trans), ScaleTime, MiniItween.EasingType.EaseOutExpo, MiniItween.Type.ColorWidget); }
/// <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); }
IEnumerator ShowDefaultDragon(DragonManager.DragonType dragonType) { GameObject GoDragon = null; Go_NaMeike.transform.localPosition = HideDragonPos; Go_Earth.transform.localPosition = HideDragonPos; if (dragonType == DragonManager.DragonType.EarthDragon) { GoDragon = Go_Earth; } else { GoDragon = Go_NaMeike; } changeDragon(); MiniItween.MoveTo(GoDragon, ShowDragonPos, ChangeDragonTime, MiniItween.EasingType.EaseInCubic).FinishedAnim = () => { MiniItween.Shake(GoDragon, ShakeWave, ShakeTime, MiniItween.EasingType.EaseOutCubic); }; showDefaultBackground(dragonType); if (dragonType == DragonManager.DragonType.EarthDragon) { foreach (DragonBallCell cell in earthCellList) { cell.showFull(); } } yield return(new WaitForSeconds(0.1f)); earthCheckmark1.gameObject.transform.localPosition = Vector3.left * 120; earthCheckmark2.gameObject.transform.localPosition = Vector3.right * 120; }
void PlayPage4_3() { Core.Data.soundManager.SoundFxPlay(SoundFx.FX_BaoZha2); MiniItween.Shake(BTeft.gameObject, new Vector3(10f, 10f, 0), 1.5f, MiniItween.EasingType.EaseInCubic, false); InvokeRepeating("PlayPage4_4", 0.4f, 0.2f); }
IEnumerator DoShake(float delayTime, Vector3 v3, float animTime, MiniItween.EasingType animType) { yield return(new WaitForSeconds(delayTime)); MiniItween.Shake(this.gameObject, v3, animTime, animType); }
void Step4_subsidiary() { MiniItween.ScaleTo(m_AnimatinSp[3].gameObject, new Vector3(1f, 1f, 1f), 0.1f); MiniItween.Shake(m_AnimatinSp[0].gameObject, new Vector3(0.1f, 0.1f, 0.1f), 0.1f, MiniItween.EasingType.EaseInCubic); MiniItween.Shake(m_AnimatinSp[1].gameObject, new Vector3(0.1f, 0.1f, 0.1f), 0.1f, MiniItween.EasingType.EaseInCubic); }