示例#1
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        /// <summary>
        /// 预渐变立绘(预设坐标)
        /// </summary>
        /// <param name="depth">目标所在的层级</param>
        /// <param name="spriteName">新显示的图片名</param>
        /// <param name="position">新图片的位置</param>
        public EffectPiece PreTransSprite(int depth)
        {
            Queue <NewImageEffect> effects = new Queue <NewImageEffect>();

            effects.Enqueue(NewEffectBuilder.PreTransByDepth(depth));
            return(new EffectPiece(id++, effects));
        }
示例#2
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        /// <summary>
        /// 预渐变立绘(xy坐标)
        /// </summary>
        /// <param name="depth">目标所在的层级</param>
        /// <param name="spriteName">新显示的图片名</param>
        /// <param name="x">x轴坐标</param>
        /// <param name="y">y轴坐标</param>
        public EffectPiece PreTransSprite(int depth, string spriteName, float x, float y)
        {
            Queue <NewImageEffect> effects = new Queue <NewImageEffect>();

            effects.Enqueue(NewEffectBuilder.PreTransByDepth(depth, spriteName, new Vector3(x, y)));
            return(new EffectPiece(id++, effects));
        }
示例#3
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        /// <summary>
        /// 预渐变背景
        /// </summary>
        /// <returns></returns>
        public EffectPiece PreTransBackground()
        {
            Queue <NewImageEffect> effects = new Queue <NewImageEffect>();

            effects.Enqueue(NewEffectBuilder.PreTransByDepth(-1));
            return(new EffectPiece(id++, effects));
        }
示例#4
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        /// <summary>
        /// 预渐变立绘(预设坐标)
        /// </summary>
        /// <param name="depth">目标所在的层级</param>
        /// <param name="spriteName">新显示的图片名</param>
        /// <param name="position">新图片的位置</param>
        public EffectPiece PreTransCharacterSprite(int depth, string spriteName, string position = "middle")
        {
            Queue <NewImageEffect> effects = new Queue <NewImageEffect>();

            effects.Enqueue(NewEffectBuilder.PreTransByDepth(depth, spriteName, position));
            return(new EffectPiece(id++, effects));
        }
示例#5
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        /// <summary>
        /// 直接渐变立绘(xy坐标)
        /// </summary>
        /// <param name="depth">目标所在的层级</param>
        /// <param name="spriteName">新显示的图片名</param>
        /// <param name="x">x轴坐标</param>
        /// <param name="y">y轴坐标</param>
        /// <param name="transtime">渐变时间,默认0.5s</param>
        public EffectPiece TransCharacterSprite(int depth, string spriteName, float x, float y, float transtime = 0.5f)
        {
            Queue <NewImageEffect> effects = new Queue <NewImageEffect>();

            effects.Enqueue(NewEffectBuilder.PreTransByDepth(depth, spriteName, new Vector3(x, y)));
            effects.Enqueue(NewEffectBuilder.TransByDepth(depth, transtime));
            return(new EffectPiece(id++, effects));
        }
示例#6
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        public EffectPiece TransBackgroundToMovie(string spriteName, float transtime = 0.5f, bool isLoop = true)
        {
            Queue <NewImageEffect> effects = new Queue <NewImageEffect>();

            effects.Enqueue(NewEffectBuilder.PreTransByDepth(-1));
            effects.Enqueue(NewEffectBuilder.SetMovieSprite(-1, spriteName, isLoop));
            effects.Enqueue(NewEffectBuilder.TransByDepth(-1, transtime));
            return(new EffectPiece(id++, effects));
        }
示例#7
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        /// <summary>
        /// 渐变到新的背景
        /// </summary>
        /// <param name="spriteName">目标图片名</param>
        /// <param name="transtime">转换时间</param>
        public EffectPiece TransBackgroundToImage(string spriteName, float transtime = 0.5f)
        {
            Queue <NewImageEffect> effects = new Queue <NewImageEffect>();

            effects.Enqueue(NewEffectBuilder.PreTransByDepth(-1));
            effects.Enqueue(NewEffectBuilder.SetSpriteByDepth(-1, spriteName));
            effects.Enqueue(NewEffectBuilder.TransByDepth(-1, transtime));
            return(new EffectPiece(id++, effects));
        }
示例#8
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        /// <summary>
        /// 单侧渐变特效
        /// </summary>
        /// <param name="spriteName">新图</param>
        /// <param name="direction">方向(默认:左)</param>
        /// <param name="time">持续时长s(默认0.5s)</param>
        public EffectPiece SideFade(int depth, string spriteName, string direction = "left", float time = 0.5f)
        {
            Queue <NewImageEffect> effects = new Queue <NewImageEffect>();

            effects.Enqueue(NewEffectBuilder.PreTransByDepth(depth));
            effects.Enqueue(NewEffectBuilder.SetSpriteByDepth(-1, spriteName));
            effects.Enqueue(NewEffectBuilder.SideFade(spriteName, direction, time));
            return(new EffectPiece(id++, effects));
        }