示例#1
0
    protected override void OnLoad()
    {
        base.OnLoad();
        int stoneid = 3000000;

        for (int i = 0; i < 5; ++i)
        {
            for (int j = 1; j <= 7; ++j)
            {
                dic[i].Add(this.FindComponent <UILabel>("StoneListPanel/SubPanel/Table/Stone" + (i + 1) + "/List" + (i + 1) + "/Sprite" + stoneid + "/combnum"));
                mDicBtn[i].Add(this.FindComponent <UIButton>("StoneListPanel/SubPanel/Table/Stone" + (i + 1) + "/List" + (i + 1) + "/Sprite" + stoneid));
                stoneid++;
            }
            stoneid++;
        }

        mStoneDemandPic   = this.FindComponent <UISprite>("StoneCombDemandPanel/Sprite/Sprite/stonepic");;
        mStoneDemandName  = this.FindComponent <UILabel>("StoneCombDemandPanel/Sprite/stonename");
        mStoneDemandPro   = this.FindComponent <UILabel>("StoneCombDemandPanel/Sprite/pronameandvalue");
        mStoneDemandMoney = this.FindComponent <UILabel>("StoneCombDemandPanel/Sprite/moneyusednum");
        mStoneDemandNum   = this.FindComponent <UILabel>("StoneCombDemandPanel/Sprite/stoneusednum");
        mBtncomblv        = this.FindComponent <UIButton>("StoneCombDemandPanel/Sprite/btncomb");
        mBtnStone1        = this.FindComponent <UIButton>("StoneListPanel/SubPanel/Table/Stone1/stoneclick");
        mBtnStone2        = this.FindComponent <UIButton>("StoneListPanel/SubPanel/Table/Stone2/stoneclick");
        mBtnStone3        = this.FindComponent <UIButton>("StoneListPanel/SubPanel/Table/Stone3/stoneclick");
        mBtnStone4        = this.FindComponent <UIButton>("StoneListPanel/SubPanel/Table/Stone4/stoneclick");
        mBtnStone5        = this.FindComponent <UIButton>("StoneListPanel/SubPanel/Table/Stone5/stoneclick");
        mStone1           = this.FindComponent <UISprite>("StoneListPanel/SubPanel/Table/Stone1/stoneclick/Sprite");
        mStone2           = this.FindComponent <UISprite>("StoneListPanel/SubPanel/Table/Stone2/stoneclick/Sprite");
        mStone3           = this.FindComponent <UISprite>("StoneListPanel/SubPanel/Table/Stone3/stoneclick/Sprite");
        mStone4           = this.FindComponent <UISprite>("StoneListPanel/SubPanel/Table/Stone4/stoneclick/Sprite");
        mStone5           = this.FindComponent <UISprite>("StoneListPanel/SubPanel/Table/Stone5/stoneclick/Sprite");
        mStoneDemandPanel = this.FindChild("StoneCombDemandPanel");
        mCombSuccessAni   = this.FindComponent <UISpriteAnimation>("StoneCombDemandPanel/combtexiao");
    }
    //constructor
    public UIPeaceMakerActor(UIToolkit toolkit, string actorName, string fileName)
    {
        //todo make this scalable
        _height = 50; //background image size
        _width = 50;

        _touchFrame = new Rect ( position.x, -position.y, _width, _height );

        //background image is always the same
        _actorBackground = toolkit.addSprite("actorBG.png", 0, 0);
        _actorBackground.parentUIObject = this;
        _actorBackground.positionFromTopLeft (0f, 0f);

        //gradient is always the same
        _actorGradient = toolkit.addSprite ("actor_gradient_white.png", 0, 0);
        _actorGradient.parentUIObject = this;
        _actorGradient.positionFromTopLeft (0f, 0f);

        //image and button
        _theButton = UIButton.create (toolkit, fileName, fileName, 0, 0);
        _theButton.parentUIObject = this;
        _theButton.onTouchUpInside += ( sender ) =>  randomAttitudeTest ();

        //up/down arrow is always the same
        _actorArrow = toolkit.addSprite ("up_arrow_anim_00.png", 0, 0);
        _actorArrow.parentUIObject = this;
        _actorArrow.positionFromTopRight (0f, 0f);

        _arrowUpAnim = _actorArrow.addSpriteAnimation ("arrowUpAnim", 0.1f, "up_arrow_anim_00.png", "up_arrow_anim_01.png", "up_arrow_anim_02.png", "up_arrow_anim_03.png", "up_arrow_anim_04.png", "up_arrow_anim_05.png", "up_arrow_anim_06.png", "up_arrow_anim_07.png", "up_arrow_anim_08.png", "up_arrow_anim_09.png");
        _arrowDownAnim = _actorArrow.addSpriteAnimation ("arrowDownAnim", 0.1f, "down_arrow_anim_00.png", "down_arrow_anim_01.png", "down_arrow_anim_02.png", "down_arrow_anim_03.png", "down_arrow_anim_04.png", "down_arrow_anim_05.png", "down_arrow_anim_06.png", "down_arrow_anim_07.png", "down_arrow_anim_08.png", "down_arrow_anim_09.png");
        _arrowUpAnim.loopReverse = true;
        _arrowDownAnim.loopReverse = true;

        hideAttitudeIndicators ();
    }
示例#3
0
    public void SetDaChengPicVisable(int condition)
    {
        for (int i = 0; i < WingDefine.MaxConditonNum; i++)
        {
            if ((condition & (1 << i)) == 0)          //没有达成条件i+1
            {
                if (mDaChengPicList[i].atlas.name == "chibangjiesuoblue")
                {
                    mDaChengPicList[i].transform.localEulerAngles = new Vector3(0, 0, 143);
                    mDaChengPicList[i].transform.localPosition    = new Vector3(2.73f, 1.22f, 0);
                }
                UIAtlasHelper.SetSpriteImage(mDaChengPicList[i],
                                             "chibangjiesuored:jm_chibangjiesuo1_00000");
                UISpriteAnimation sa = mDaChengPicList[i].GetComponent <UISpriteAnimation>();
                sa.RebuildSpriteList();
                sa.Reset();
            }
            else
            {
                if (mDaChengPicList[i].atlas.name == "chibangjiesuored")
                {
                    mDaChengPicList[i].transform.localEulerAngles = Vector3.zero;
                    mDaChengPicList[i].transform.localPosition    = Vector3.zero;
                }
                UIAtlasHelper.SetSpriteImage(mDaChengPicList[i],
                                             "chibangjiesuoblue:jm_chibangjiesuo2_00000");

                UISpriteAnimation sa = mDaChengPicList[i].GetComponent <UISpriteAnimation>();
                sa.RebuildSpriteList();
                sa.Reset();
            }
        }
    }
示例#4
0
    void Start()
    {
        UISpriteAnimation[] _anims = GetComponentsInChildren<UISpriteAnimation>();
        foreach (UISpriteAnimation t in _anims)
        {
            if (t.name == "CollisionFX")
                _collsionAnimation = t;
            else if (t.name == "FoodEatingFX")
                _eatingAnimation = t;
            else if (t.name == "TappedFX_Front")
                _trappedAnimation_front = t;
            else if (t.name == "TappedFX_Back")
                _trappedAnimation_back = t;
            else if (t.name == "PosionFX")
                _posionAnimation = t;
        }

        col.onEatFood += col_onEat;
        col.onEatItem += col_onEatItem;

        col.onMonsterCollision += col_onCollision;
        col.onPlayerCollision += col_onCollision;

        col.onTrapped += col_onTrapped;
    }
 // Use this for initialization
 void Awake()
 {
     _Instance     = this;
     UIAni         = GetComponent <UISpriteAnimation>();
     UIAni.enabled = false;
     HiddenGameTime();
 }
示例#6
0
    /// <summary>
    /// Draw the inspector widget.
    /// </summary>

    public override void OnInspectorGUI()
    {
        NGUIEditorTools.DrawSeparator();
                #pragma warning disable 0618
        EditorGUIUtility.LookLikeControls(80f);
                #pragma warning restore 0618
        UISpriteAnimation anim = target as UISpriteAnimation;

        int fps = EditorGUILayout.IntField("Framerate", anim.framesPerSecond);
        fps = Mathf.Clamp(fps, 1, 60);

        if (anim.framesPerSecond != fps)
        {
            NGUIEditorTools.RegisterUndo("Sprite Animation Change", anim);
            anim.framesPerSecond = fps;
            EditorUtility.SetDirty(anim);
        }

        string namePrefix = EditorGUILayout.TextField("Name Prefix", (anim.namePrefix != null) ? anim.namePrefix : "");

        if (anim.namePrefix != namePrefix)
        {
            NGUIEditorTools.RegisterUndo("Sprite Animation Change", anim);
            anim.namePrefix = namePrefix;
            EditorUtility.SetDirty(anim);
        }
    }
    public StageBalanceItemUI(GameObject obj)
    {
        mObj = obj;

        mBtn          = mObj.GetComponent <UIButton>();
        mAwardObject  = ObjectCommon.GetChild(mObj, "mAwardObject");
        mAwardTweener = ObjectCommon.GetChildComponent <TweenRotation>(mObj, "mAwardObject");
        mAwardPanel   = ObjectCommon.GetChild(mObj, "mAwardObject/mAwardPanel");
        mAwardIcon    = ObjectCommon.GetChildComponent <UISprite>(mObj, "mAwardObject/mAwardIcon");
        mAwardText    = ObjectCommon.GetChildComponent <UILabel>(mObj, "mAwardObject/mAwardText");

        mMaskObject  = ObjectCommon.GetChild(mObj, "mMaskObject");
        mMaskTweener = ObjectCommon.GetChildComponent <TweenRotation>(mObj, "mMaskObject");
        mAwardMask   = ObjectCommon.GetChild(mObj, "mMaskObject/mAwardMask");
        mCostPanel   = ObjectCommon.GetChild(mObj, "mMaskObject/mAwardCostPanel");
        mCostIcon    = ObjectCommon.GetChildComponent <UISprite>(mObj, "mMaskObject/mAwardCostPanel/mAwardCostIcon");
        mCostText    = ObjectCommon.GetChildComponent <UILabel>(mObj, "mMaskObject/mAwardCostPanel/mAwardCostText");

        mAni = ObjectCommon.GetChildComponent <UISpriteAnimation>(mObj, "mAni");

        mMaskParamList[0] = new Vector3(0.0f, 63.3f, 0.0f);
        mMaskParamList[1] = new Vector3(0.0f, 80.5f, 0.0f);
        mMaskParamList[2] = new Vector3(0.0f, -80.5f, 0.0f);
        mMaskParamList[3] = new Vector3(0.0f, -63.3f, 0.0f);

        mAwardParamList[0] = new Vector3(0.0f, -116.7f, 0.0f);
        mAwardParamList[1] = new Vector3(0.0f, -99.5f, 0.0f);
        mAwardParamList[2] = new Vector3(0.0f, 99.5f, 0.0f);
        mAwardParamList[3] = new Vector3(0.0f, 116.7f, 0.0f);

        Reset();
    }
示例#8
0
    static int set_animationCallback(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UISpriteAnimation obj = (UISpriteAnimation)o;
            UISpriteAnimation.AnimationCallback arg0 = null;
            LuaTypes funcType2 = LuaDLL.lua_type(L, 2);

            if (funcType2 != LuaTypes.LUA_TFUNCTION)
            {
                arg0 = (UISpriteAnimation.AnimationCallback)ToLua.CheckObject(L, 2, typeof(UISpriteAnimation.AnimationCallback));
            }
            else
            {
                LuaFunction func = ToLua.ToLuaFunction(L, 2);
                arg0 = DelegateFactory.CreateDelegate(typeof(UISpriteAnimation.AnimationCallback), func) as UISpriteAnimation.AnimationCallback;
            }

            obj.animationCallback = arg0;
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index animationCallback on a nil value" : e.Message));
        }
    }
示例#9
0
 public void ShowPhiz(int index)
 {
     Show(true);
     if (PhizWithAni)
     {
         UIAtlas atla = AtlasManager.Instance.GetAtlaByName(string.Format(AtlasFormat, index));
         if (atla != null)
         {
             _phiz.atlas = atla;
             UISpriteAnimation ani = _phiz.gameObject.GetComponent <UISpriteAnimation>();
             ani.namePrefix = index.ToString();
             ani.Play();
             int phizWidth  = atla.spriteList[0].width;
             int phizHeight = atla.spriteList[0].height;
             _bgSprite.width  = phizWidth > _phizBgWidth ? phizWidth : _phizBgWidth;
             _bgSprite.height = phizHeight > _phizBgHeight ? phizHeight : _phizBgHeight;
             _bgSprite.gameObject.TrySetComponentValue(true);
         }
         else
         {
             YxDebug.LogError(string.Format("There is not exist such atla,name is {0}", index));
         }
     }
     else
     {
         _phiz.TrySetComponentValue(string.Format(StaticPhizFormat, index));
         _phiz.MakePixelPerfect();
     }
     _phiz.gameObject.SetActive(true);
     DoHide();
 }
    public void drawSprite(UISpriteAnimation uisprite)
    {
        bool active = EditorGUILayout.Toggle("激活", uisprite.active);

        bool IsPlayOnActive = EditorGUILayout.Toggle("激活时播放", uisprite.isPlayOnActive);

        bool IgnoreTimeScale = EditorGUILayout.Toggle("忽略时间缩放", uisprite.ignoreTimeScale);

        UISpriteAnimation.AnimatedModeType type = (UISpriteAnimation.AnimatedModeType)EditorGUILayout.EnumPopup("播放模式", uisprite.animatedModeType);

        float Interval = EditorGUILayout.FloatField("速率", uisprite.interval);

        float delay = EditorGUILayout.FloatField("延迟播放", uisprite.delay);


        if (GUI.changed)
        {
            EditorTools.RegisterUndo("UISpriteAnimation", uisprite);

            uisprite.active           = active;
            uisprite.ignoreTimeScale  = IgnoreTimeScale;
            uisprite.animatedModeType = type;
            uisprite.interval         = Interval;
            uisprite.delay            = delay;
            uisprite.isPlayOnActive   = IsPlayOnActive;

            EditorTools.SetDirty(uisprite);
        }
    }
示例#11
0
    // Use this for initialization
    void Start()
    {
        MySprite  = GameObject.Find("MySprite");
        spriteAni = MySprite.GetComponent <UISpriteAnimation> ();
        spriteAni.Pause();

        //获取images中的子物体
        GameObject images = GameObject.Find("images");

        for (int i = 0; i < images.transform.childCount; i++)
        {
            GameObject _text  = images.transform.GetChild(i).gameObject;
            TweenAlpha _tween = _text.GetComponent <TweenAlpha> ();
            //将每个text都隐藏起来
            _tween.Play(false);
            tweens.Add(_tween);
        }
        //获取按钮和其透明度
        GameObject btn = GameObject.Find("buttons");

        for (int i = 0; i < btn.transform.childCount; i++)
        {
            GameObject gameobject = btn.transform.GetChild(i).gameObject;
            TweenAlpha _tween     = gameobject.GetComponent <TweenAlpha> ();
            UIButton   _btn       = gameobject.GetComponent <UIButton> ();
            _tween.Play(false);
            buttons.Add(_btn);
            tweenBtn.Add(_tween);
        }

        StaticGlobal.Spin = false;
    }
示例#12
0
 void OnHover(bool isOver)
 {
     if (isEnabled || sprite != null)
     {
         //base.OnHover(isOver);
         //sprite.spriteName = isOver ? hoverSprite : normalSprite;
         if (isOver)
         {
             UISpriteAnimation animation = sprite.gameObject.AddComponent <UISpriteAnimation>();
             animation.framesPerSecond = 25;
             // 当鼠标悬停的时候,改变 sprite 的精灵图集
             //sprite.atlas = atlasNormal;
             // 名字可以手动写,或者像下面一样自动获取
             sprite.spriteName    = sprite.atlas.spriteList[spriteCount].name;
             animation.namePrefix = theNamePrefix;
             animation.enabled    = true;
             //sprite.MakePixelPerfect();
         }
         else
         {
             Destroy(sprite.transform.GetComponent <UISpriteAnimation>());
             //animation.enabled = false;
             //sprite.atlas = atlasNormal;
             sprite.spriteName = sprite.atlas.spriteList[spriteCount].name;
             //sprite.MakePixelPerfect();
             //sprite.transform.localScale = new Vector3(108f, 107f, 0);
         }
     }
 }
示例#13
0
        void StopRocking(UISpriteAnimation dice)
        {
            dice.enabled = false;
            var spr = dice.GetComponent <UISprite>();

            spr.spriteName = "defult";
        }
    /// <summary>
    /// Draw the inspector widget.
    /// </summary>

    public override void OnInspectorGUI()
    {
        NGUIEditorTools.DrawSeparator();
        NGUIEditorTools.SetLabelWidth(80f);
        UISpriteAnimation anim = target as UISpriteAnimation;

        int fps = EditorGUILayout.IntField("Framerate", anim.framesPerSecond);

        fps = Mathf.Clamp(fps, 0, 60);

        if (anim.framesPerSecond != fps)
        {
            NGUIEditorTools.RegisterUndo("Sprite Animation Change", anim);
            anim.framesPerSecond = fps;
            EditorUtility.SetDirty(anim);
        }

        string namePrefix = EditorGUILayout.TextField("Name Prefix", (anim.namePrefix != null) ? anim.namePrefix : "");

        if (anim.namePrefix != namePrefix)
        {
            NGUIEditorTools.RegisterUndo("Sprite Animation Change", anim);
            anim.namePrefix = namePrefix;
            EditorUtility.SetDirty(anim);
        }

        bool loop = EditorGUILayout.Toggle("Loop", anim.loop);

        if (anim.loop != loop)
        {
            NGUIEditorTools.RegisterUndo("Sprite Animation Change", anim);
            anim.loop = loop;
            EditorUtility.SetDirty(anim);
        }
    }
示例#15
0
    // Use this for initialization
    void Start()
    {
        MySprite  = GameObject.Find("MySprite");
        spriteAni = MySprite.GetComponent <UISpriteAnimation>();
        spriteAni.Pause();


        List <GameObject> text = new List <GameObject>();

        for (int i = 0; i < 3; i++)
        {
            text.Add(Instantiate(Resources.Load("hqqScene3/text" + i)) as GameObject);
            text[i].transform.parent     = GameObject.Find("Panel").transform;
            text[i].transform.localScale = new Vector3(1.0f, 1.0f, 1.0f);
        }

        text[0].transform.localPosition = new Vector3(234, 466, 0);
        text[1].transform.localPosition = new Vector3(1, 389, 0);
        text[2].transform.localPosition = new Vector3(2, 489, 0);


        for (int i = 0; i < text.Count; i++)
        {
            tweens.Add(text[i].GetComponent <TweenAlpha>());
            tweens[i].Play(false);
        }

        StaticGlobal.Spin = false;
    }
示例#16
0
    protected override void OnLoad()
    {
        base.OnLoad();

        FloorNum = FindComponent <UILabel>("container/Main/Content/FloorNum");
        Scribe   = FindComponent <UILabel>("container/Main/Content/Scribe");
        mBack    = FindComponent <UIButton>("container/Main/Content/BtnGrid/Back");
        Sweep    = FindComponent <UIButton>("container/Main/Content/BtnGrid/Sweep");
        Continue = FindComponent <UIButton>("container/Main/Content/BtnGrid/Continue");
        BtnGrid  = FindComponent <UIGrid>("container/Main/Content/BtnGrid");
        CurScore = FindComponent <UILabel>("container/Main/Content/CurScore");
        MaxScore = FindComponent <UILabel>("container/Main/Content/MaxScore");
        Jilu     = FindComponent <UISpriteAnimation>("container/Main/Content/jilu");
        Jilu.gameObject.SetActive(false);
        Main                       = FindChild("container/Main");
        AchieveOne                 = new AchieveItemUI(FindChild("container/Main/Content/AchieveGrid/Achieve1"));
        AchieveTwo                 = new AchieveItemUI(FindChild("container/Main/Content/AchieveGrid/Achieve2"));
        AchieveThree               = new AchieveItemUI(FindChild("container/Main/Content/AchieveGrid/Achieve3"));
        MContainer                 = FindChild("container");
        WaitUI                     = FindChild("container/Waiting");
        Background                 = FindChild("container/Main/Background");
        mTween                     = FindComponent <UIPlayTween>("container");
        mBackTween                 = FindComponent <UIPlayTween>("container/Main/Content/BtnGrid/Back");
        mBackTween.resetOnPlay     = true;
        mContinueTween             = FindComponent <UIPlayTween>("container/Main/Content/BtnGrid/Continue");
        mContinueTween.resetOnPlay = true;
        mSweepTween                = FindComponent <UIPlayTween>("container/Main/Content/BtnGrid/Sweep");
        mSweepTween.resetOnPlay    = true;
        mAwardW                    = new AwardWidgetUI(FindChild("container/AwardWidget"));
        mAwardW.setShow(false);
        mCurStep = UIStep.STEP_5;
    }
示例#17
0
    IEnumerator Play(string trigger)
    {
        UISpriteAnimation uas = curPlayer.GetComponent <UISpriteAnimation>();

        uas.enabled = true;
        uas.ResetToBeginning();

        Destroy(curPlayer.transform.FindChild("tag").gameObject);

        Vector3 targetPosition = targetSoccer.transform.localPosition;
        Vector3 startPosition  = curPlayer.transform.localPosition;

        while (Vector3.Distance(curPlayer.transform.localPosition, targetPosition) > 5f)
        {
            Debug.Log(Vector3.Distance(curPlayer.transform.localPosition, targetPosition));
            curPlayer.transform.localPosition = Vector3.MoveTowards(curPlayer.transform.localPosition, targetPosition, 200 * Time.deltaTime);
            yield return(null);
        }
        aso.PlayOneShot(tapClip);
        yield return(new WaitForSeconds(0.3f));

        uas.namePrefix = "ti";
        uas.loop       = false;
        uas.ResetToBeginning();
        targetSoccer.GetComponent <Animator>().SetTrigger(trigger);
        yield return(new WaitForSeconds(1));

        Destroy(curPlayer);
        if (string.Equals(trigger, "fail"))
        {
            PlacePeople();
        }
        waitTag = true;
    }
示例#18
0
 void ShowAni(UISpriteAnimation ani)
 {
     roleAni.enabled    = false;
     roleAni.namePrefix = "Win_";
     roleAni.loop       = true;
     roleAni.enabled    = true;
     //  roleAni.AnimationEndDelegate = null;
 }
 // Use this for initialization
 void Start()
 {
     _instance      = gameObject.GetComponent <JackPotAnim> ();
     sprite         = jackpot.GetComponent <UISprite> ();
     spriteAnim     = jackpot.GetComponent <UISpriteAnimation> ();
     sprite.enabled = false;
     spriteAnim.Pause();
 }
示例#20
0
 protected override void OnLoad()
 {
     mText3 = this.FindComponent <UITweener>("mText3");
     mText2 = this.FindComponent <UITweener>("mText2");
     mText1 = this.FindComponent <UITweener>("mText1");
     mFight = this.FindComponent <UITweener>("mFight");
     mAni   = this.FindComponent <UISpriteAnimation>("mAni");
 }
示例#21
0
    static int ResetToBeginning(IntPtr L)
    {
        LuaScriptMgr.CheckArgsCount(L, 1);
        UISpriteAnimation obj = (UISpriteAnimation)LuaScriptMgr.GetUnityObjectSelf(L, 1, "UISpriteAnimation");

        obj.ResetToBeginning();
        return(0);
    }
示例#22
0
    static int Pause(IntPtr L)
    {
        LuaScriptMgr.CheckArgsCount(L, 1);
        UISpriteAnimation obj = (UISpriteAnimation)LuaScriptMgr.GetUnityObjectSelf(L, 1, "UISpriteAnimation");

        obj.Pause();
        return(0);
    }
示例#23
0
    private void upDownAniHandler()
    {
        if (mWingItemUIList[CurPageNum - 1].IsTryOn)
        {
            pageNextAni.gameObject.SetActive(false);
            pagePrevAni.gameObject.SetActive(false);
            pageNext.gameObject.SetActive(false);
            pagePrev.gameObject.SetActive(false);
        }
        else
        {
            switch (getCurPagePos())
            {
            case Pos.FirstLast:
                pageNextAni.gameObject.SetActive(false);
                pagePrevAni.gameObject.SetActive(false);
                pageNext.gameObject.SetActive(false);
                pagePrev.gameObject.SetActive(false);
                break;

            case Pos.First:
                pagePrevAni.gameObject.SetActive(false);
                pagePrev.gameObject.SetActive(true);
                pageNextAni.gameObject.SetActive(true);
                pageNext.gameObject.SetActive(false);
                break;

            case Pos.Last:
                pageNextAni.gameObject.SetActive(false);
                pageNext.gameObject.SetActive(true);
                pagePrevAni.gameObject.SetActive(true);
                pagePrev.gameObject.SetActive(false);
                break;

            case Pos.Med:
                pageNextAni.gameObject.SetActive(true);
                pagePrevAni.gameObject.SetActive(true);
                pageNext.gameObject.SetActive(false);
                pagePrev.gameObject.SetActive(false);
                break;
            }
        }


        UISpriteAnimation ani1 = pageNextAni.GetComponent <UISpriteAnimation>();

        if (ani1 != null)
        {
            ani1.Reset();
        }

        UISpriteAnimation ani2 = pagePrevAni.GetComponent <UISpriteAnimation>();

        if (ani2 != null)
        {
            ani2.Reset();
        }
    }
示例#24
0
    // Use this for initialization
    void Start()
    {
        PlayerTween = GetComponent <TweenRotation>();
        BitSAni     = BitGame.GetComponent <UISpriteAnimation>();
        BitSprite   = BitGame.GetComponent <UISprite>();

        sPlayerSprite = GetComponent <UISprite>();
        PlayerBox     = GetComponent <BoxCollider2D>();
    }
示例#25
0
    private void Awake()
    {
        mUISpriteAnimation = this.transform.GetComponent <UISpriteAnimation>();
        mUISprite          = this.transform.GetComponent <UISprite>();

        normalAtlas = mUISprite.atlas;
        //newAddAtlas = Resources.Load ("10_UICardEffectAtlas_Add") as UIAtlas;
        newAddAtlas = (UIAtlas)Resources.Load("10_UICardEffectAtlas_Add", typeof(UIAtlas));
    }
示例#26
0
    void DrawAlert()
    {
        int x = Screen.width / 2 - 77;
        int y = 120;

        alertIcon             = spriteManager.addSprite("alert_normal.png", x, y);
        alertAnim             = alertIcon.addSpriteAnimation("alert", 0.1f, "alert_highlight1.png", "alert_highlight2.png");
        alertAnim.loopReverse = true;
    }
示例#27
0
 public static void PlayForward(this UISpriteAnimation mUISpriteAnimation, string namePrefix, int framesPerSecond, int frameIndex = 0, bool loop = false)
 {
     mUISpriteAnimation.namePrefix      = namePrefix;
     mUISpriteAnimation.framesPerSecond = framesPerSecond;
     mUISpriteAnimation.frameIndex      = frameIndex;
     mUISpriteAnimation.loop            = loop;
     mUISpriteAnimation.enabled         = true;
     mUISpriteAnimation.ResetToBeginning();
 }
示例#28
0
 private void StopAudioAnimation(UISpriteAnimation spriteAnimation)
 {
     spriteAnimation.ResetToBeginning();
     spriteAnimation.Pause();
     if (_microPhoneInput != null)
     {
         _microPhoneInput.ResetAudio();
     }
 }
 // Use this for initialization
 void Awake()
 {
     _Instance     = this;
     UIAni         = GetComponent <UISpriteAnimation>();
     UIAni.enabled = false;
             #if HIDDEN_GAME_TIME
     HiddenGameTime();
             #endif
 }
示例#30
0
    public static void DestroySpriteAni(UISpriteAnimation ani)
    {
        if (ani == null)
        {
            return;
        }

        GameObject.DestroyImmediate(ani.gameObject);
    }
示例#31
0
    public void InitItem(GameObject cloneObj)
    {
        var go = GameObject.Instantiate(cloneObj) as GameObject;

        root            = go.transform;
        root.parent     = cloneObj.transform.parent;
        sprite          = go.GetComponent <UISprite>();
        spriteAnimation = go.GetComponent <UISpriteAnimation>();
    }
 protected override void OnAwake()
 {
     base.OnAwake();
     this.m_Animation = base.GetComponent <UISpriteAnimation>();
     if (this.m_Animation == null)
     {
         Debug.Log("no UISpriteAnimation component");
     }
 }
示例#33
0
    void Awake()
    {
        BallCollider = GetComponent<SphereCollider>();

        foreach(Transform t in transform)
        {
            if (t.name == "RainSprite")
            {
                Rainanimation = t.GetComponent<UISpriteAnimation>();
                RainBall = t.gameObject;
            }
            else if (t.name == "ShadowSprite")
            {
                TweenAlphas = t.GetComponent<UITweener>();
                RainShadow = t.gameObject;
            }
        }
    }
示例#34
0
	/// <summary>
	/// 初始化場景
	/// </summary>
	protected override void InitSceneDo () 
	{
		//生成Panel
		_ButtonPanel 		= this.LoadPrefab("Pfb_Menu_ButtonPanel"		,Sct_DEFCONST.FILE_PATH.MENU_PREFAB_FILE_PATH, Sct_DEFCONST.ANCHOR_SIDE.ANCHOR_BOTTOM);
		_LogoPanel 	 		= this.LoadPrefab("Pfb_Menu_LogoPanel"			,Sct_DEFCONST.FILE_PATH.MENU_PREFAB_FILE_PATH, Sct_DEFCONST.ANCHOR_SIDE.ANCHOR_TOP);
		_LogoPanel.SetActive(true);
		_BGPanel 	 		= this.LoadPrefab("Pfb_Menu_BGPanel"			,Sct_DEFCONST.FILE_PATH.MENU_PREFAB_FILE_PATH, Sct_DEFCONST.ANCHOR_SIDE.ANCHOR_CENTER);
		_BGPanel.SetActive(true);
		_SoundSwitchPanel	= this.LoadPrefab("Pfb_Menu_SoundSwitchPanel"	,Sct_DEFCONST.FILE_PATH.MENU_PREFAB_FILE_PATH, Sct_DEFCONST.ANCHOR_SIDE.ANCHOR_TOP);
		
		//按鈕
		btn_Glob = _ButtonPanel.transform.Find (Sct_DEFCONST.EVENT_OBJ_NAME.GLOB_BUTTON_NAME).gameObject;
		Sct_UIMgr.instance.setMsgTarget(btn_Glob);
		
		//水珠動畫初始設定
		now_WaterGlobState = WaterGlobState.NORMAL;
		sprite_Glob = btn_Glob.transform.Find("Background").GetComponent<UISprite>();
		spriteAni_Glob = btn_Glob.transform.Find ("Background").GetComponent<UISpriteAnimation>();
		SettingWaterGlob(now_WaterGlobState);
		
		//聲音開關按鈕
		btn_SoundSwitch = _SoundSwitchPanel.transform.Find ("Btn_SoundSwitch").gameObject;
		Sct_UIMgr.instance.setMsgTarget(btn_SoundSwitch);
		sprite_SoundSwitch = btn_SoundSwitch.transform.Find ("Background").GetComponent<UISprite>();
		//預設聲音開啟
		isSoundOpen = Sct_DEFCONST.IS_SOUND_OPEN;
		//音樂設定
        Sct_MusicManager.Instance.ChangeMusic(Sct_DEFCONST.MUSIC_NAME.MENU);
        Sct_SoundManager.Instance.EnvironmentSFX(false);

        if (PlayerPrefs.GetInt("EnableSound") == 1)
            Sct_MusicManager.Instance.EnableMusic(true);
        else
            Sct_MusicManager.Instance.EnableMusic(false);
		//聲音開關初始設定
		SettingSound(isSoundOpen);
		SettingSoundSwitchSprite(isSoundOpen);
	}
示例#35
0
    void Start()
    {
        trigger = this.transform.parent;
        setCrossbow = this.gameObject;
        this.collider.enabled = true;
        this.collider.isTrigger = true;
        this.transform.localEulerAngles = Vector3.zero;
        if (!trigger.GetComponent<Triggers>())
        {
            trigger.gameObject.AddComponent<Triggers>();
        }
        _R = trigger.GetComponent<Triggers>().CreateInstance;

        _bowString = this.transform.parent.FindChild("BowString").GetComponentInChildren<UISpriteAnimation>();
        _bowString.enabled = false;
    }
示例#36
0
 // Use this for initialization
 void Start()
 {
     mScale = new Vector3(Mathf.Abs(transform.localScale.x), transform.localScale.y, transform.localScale.z);
     mPlayerID = playerID;
     mUIButton = gameObject.GetComponent<UISlicedSprite>();
     mAni = gameObject.GetComponent<UISpriteAnimation>();
     if(mAni)mAni.enabled = false;
     mUpNDown = gameObject.GetComponent<UpNDown>();
 }
示例#37
0
 // Plays a sprite animation directly
 public void playSpriteAnimation( UISpriteAnimation anim, int loopCount )
 {
     UI.instance.StartCoroutine( anim.play( this, loopCount ) );
 }
示例#38
0
    // Adds a sprite animation that can later be referenced by name.  Filenames should be the actual names of the files added to Texture Packer.
    public UISpriteAnimation addSpriteAnimation( string name, float frameTime, params string[] filenames )
    {
        // create the spriteAnimations dictionary on demand
        if( spriteAnimations == null )
            spriteAnimations = new Dictionary<string, UISpriteAnimation>();

        // get the UIUVRects for the sprite frames
        var uvRects = new List<UIUVRect>( filenames.Length );

        foreach( var filename in filenames )
            uvRects.Add( this.manager.uvRectForFilename( filename ) );

        var anim = new UISpriteAnimation( frameTime, uvRects );
        spriteAnimations[name] = anim;

        return anim;
    }
示例#39
0
    /// <summary>
    /// 初始化場景
    /// </summary>
    protected override void InitSceneDo()
    {
        //生成Panel
        _BGPanel 	= this.LoadPrefab("Pfb_Choose_BGPanel"		,Sct_DEFCONST.FILE_PATH.CHOOSE_PREFAB_FILE_PATH, Sct_DEFCONST.ANCHOR_SIDE.ANCHOR_CENTER);
        _BGPanel.SetActive(true);
        _ButtonPanel= this.LoadPrefab("Pfb_Choose_ButtonPanel"	,Sct_DEFCONST.FILE_PATH.CHOOSE_PREFAB_FILE_PATH, Sct_DEFCONST.ANCHOR_SIDE.ANCHOR_CENTER);
        _TLNetPanel = this.LoadPrefab("Pfb_Choose_TLNetPanel"	,Sct_DEFCONST.FILE_PATH.CHOOSE_PREFAB_FILE_PATH, Sct_DEFCONST.ANCHOR_SIDE.ANCHOR_TOP_LEFT);
        _TRNetPanel = this.LoadPrefab("Pfb_Choose_TRNetPanel"	,Sct_DEFCONST.FILE_PATH.CHOOSE_PREFAB_FILE_PATH, Sct_DEFCONST.ANCHOR_SIDE.ANCHOR_TOP_RIGHT);
        _BLNetPanel = this.LoadPrefab("Pfb_Choose_BLNetPanel"	,Sct_DEFCONST.FILE_PATH.CHOOSE_PREFAB_FILE_PATH, Sct_DEFCONST.ANCHOR_SIDE.ANCHOR_BOTTOM_LEFT);
        _BRNetPanel = this.LoadPrefab("Pfb_Choose_BRNetPanel"	,Sct_DEFCONST.FILE_PATH.CHOOSE_PREFAB_FILE_PATH, Sct_DEFCONST.ANCHOR_SIDE.ANCHOR_BOTTOM_RIGHT);
        _LavaPanel 	= this.LoadPrefab("Pfb_Choose_LavaPanel"	,Sct_DEFCONST.FILE_PATH.CHOOSE_PREFAB_FILE_PATH, Sct_DEFCONST.ANCHOR_SIDE.ANCHOR_CENTER);

        //取到網子並設定事件和紀錄
        Sprite_Net[0] = _TLNetPanel.transform.Find("Sprite_Net").gameObject;
        Sprite_Net[1] = _TRNetPanel.transform.Find("Sprite_Net").gameObject;
        Sprite_Net[2] = _BLNetPanel.transform.Find("Sprite_Net").gameObject;
        Sprite_Net[3] = _BRNetPanel.transform.Find("Sprite_Net").gameObject;
        for(int netTag = 0; netTag < Sct_DEFCONST.LAVA_AMOUNT_MAX; netTag++)
        {
            Sct_UIMgr.instance.setMsgTarget(Sprite_Net[netTag]);
            isHaveLava[netTag] = false;
        }

        //取得開始遊戲按鈕並隱藏按鈕
        now_BtnStartState = BtnStartState.NORMAL;
        btn_Start = _ButtonPanel.transform.Find ("Btn_Start").gameObject;
        sprite_Start = btn_Start.transform.Find("Background").GetComponent<UISprite>();
        spriteAni_Start = btn_Start.transform.Find("Background").GetComponent<UISpriteAnimation>();
        SettingBtnStart(now_BtnStartState);
        Sct_UIMgr.instance.setMsgTarget(btn_Start);
        Sct_UIMgr.instance.setObjVisable(btn_Start, false);

        //教學物件初始設定
        bool isChooseTeachOn = Sct_DEFCONST.IS_CHOOSE_TEACH_ON;
        if(isChooseTeachOn)
        {
            Sct_MainMgr.Instance.CallGlobalScene(
                Sct_DEFCONST.GLOBAL_SCENE_NAME.TEACH_SCENE,
                new ArrayList(){
                    new string[]{"ChooseTeach01_Atlas","ChooseTeach02_Atlas","ChooseTeach03_Atlas"},
                    new int[]{1,1,2},
                    new string[]{Sct_DEFCONST.TEACH_SPRITE_NAME.TEACH_CHOOSE+"01-",Sct_DEFCONST.TEACH_SPRITE_NAME.TEACH_CHOOSE+"02-",Sct_DEFCONST.TEACH_SPRITE_NAME.TEACH_CHOOSE+"03-"},
                    Sct_DEFCONST.FILE_PATH.TEACH_ATLAS_FILE_PATH + "ChooseTeach/",
                    null
                }
            );
        }

        //取得蟲蟲
        for(int lavaTag = 0; lavaTag < Sct_DEFCONST.LAVA_AMOUNT_MAX; lavaTag++)
        {
            btn_Lava[lavaTag] = _LavaPanel.transform.GetChild(lavaTag).gameObject;
            Sct_UIMgr.instance.setMsgTarget(btn_Lava[lavaTag]);
        }

        Sct_MusicManager.Instance.ChangeMusic(Sct_DEFCONST.MUSIC_NAME.CHOOSE);
    }
示例#40
0
    /// <summary>
    /// 初始化場景
    /// </summary>
    protected override void InitSceneDo()
    {
        #region 接收資料
        //接收參數 設定相關項目
        if( Datalist != null)
        {
            //蟲蟲資料組
            for(int lavaTag = 0; lavaTag < Sct_DEFCONST.LAVA_AMOUNT_MAX; lavaTag++)
            {
                scoreData[lavaTag] = (ArrayList)Datalist[lavaTag];
            }
            //儲存資訊
            for(int lavaTag = 0; lavaTag < Sct_DEFCONST.LAVA_AMOUNT_MAX; lavaTag++)
            {
                roseNum[lavaTag] 	= (int)scoreData[lavaTag][0];
                lavaState[lavaTag] 	= (int)scoreData[lavaTag][1];
                bodyNum[lavaTag]	= (int)scoreData[lavaTag][2];
                isJoinGame[lavaTag]	= (bool)scoreData[lavaTag][3];
                lavaPos[lavaTag]	= (byte)scoreData[lavaTag][4];
            }
            #if Debug
            Debug.Log("藍色蟲蟲成績資訊=> 玫瑰數量: " + roseNum[0] + " 蟲蟲狀態: " + lavaState[0] + " 身體結數: " + bodyNum[0] + "加入遊戲: " + isJoinGame[0] + "位置" + lavaPos[0]);
            Debug.Log("綠色蟲蟲成績資訊=> 玫瑰數量: " + roseNum[1] + " 蟲蟲狀態: " + lavaState[1] + " 身體結數: " + bodyNum[1] + "加入遊戲: " + isJoinGame[1] + "位置" + lavaPos[1]);
            Debug.Log("紫色蟲蟲成績資訊=> 玫瑰數量: " + roseNum[2] + " 蟲蟲狀態: " + lavaState[2] + " 身體結數: " + bodyNum[2] + "加入遊戲: " + isJoinGame[2] + "位置" + lavaPos[2]);
            Debug.Log("紅色蟲蟲成績資訊=> 玫瑰數量: " + roseNum[3] + " 蟲蟲狀態: " + lavaState[3] + " 身體結數: " + bodyNum[3] + "加入遊戲: " + isJoinGame[3] + "位置" + lavaPos[3]);
            #endif
        }
        #endregion

        //生成Panel
        _ButtonPanel 	= this.LoadPrefab("Pfb_Score_ButtonPanel"	,Sct_DEFCONST.FILE_PATH.SCORE_PREFAB_FILE_PATH,Sct_DEFCONST.ANCHOR_SIDE.ANCHOR_BOTTOM);
          	_BGPanel 		= this.LoadPrefab("Pfb_Score_BGPanel"		,Sct_DEFCONST.FILE_PATH.SCORE_PREFAB_FILE_PATH,Sct_DEFCONST.ANCHOR_SIDE.ANCHOR_CENTER);
        _BushPanel 		= this.LoadPrefab("Pfb_Score_BushPanel"	,Sct_DEFCONST.FILE_PATH.SCORE_PREFAB_FILE_PATH,Sct_DEFCONST.ANCHOR_SIDE.ANCHOR_CENTER);
        _BannerPanel	= this.LoadPrefab("Pfb_Score_BannerPanel"	,Sct_DEFCONST.FILE_PATH.SCORE_PREFAB_FILE_PATH,Sct_DEFCONST.ANCHOR_SIDE.ANCHOR_CENTER);

        for (int posTag = 0; posTag < Sct_DEFCONST.LAVA_AMOUNT_MAX; posTag++)
        {
            GameObject panelObj = null;

            if(posTag == 0 )//左上
            {
                panelObj = this.LoadPrefab("Pfb_Score_TLRosePanel"	,Sct_DEFCONST.FILE_PATH.SCORE_PREFAB_FILE_PATH,Sct_DEFCONST.ANCHOR_SIDE.ANCHOR_TOP_LEFT);
                _TLRosePanel = panelObj;
            }
            else if(posTag == 1)//右上
            {
                panelObj = this.LoadPrefab("Pfb_Score_TRRosePanel"	,Sct_DEFCONST.FILE_PATH.SCORE_PREFAB_FILE_PATH,Sct_DEFCONST.ANCHOR_SIDE.ANCHOR_TOP_RIGHT);
                _TRRosePanel = panelObj;
            }
            else if(posTag == 2)//左下
            {
                panelObj	= this.LoadPrefab("Pfb_Score_BLRosePanel"	,Sct_DEFCONST.FILE_PATH.SCORE_PREFAB_FILE_PATH,Sct_DEFCONST.ANCHOR_SIDE.ANCHOR_BOTTOM_LEFT);
                _BLRosePanel = panelObj;
            }
            else if(posTag == 3)//右下
            {
                panelObj	= this.LoadPrefab("Pfb_Score_BRRosePanel"	,Sct_DEFCONST.FILE_PATH.SCORE_PREFAB_FILE_PATH,Sct_DEFCONST.ANCHOR_SIDE.ANCHOR_BOTTOM_RIGHT);
                _BRRosePanel = panelObj;
            }

            _numberTweenControl[posTag] = panelObj.transform.Find("AniControl_Number").GetComponent<TweenControl>();
            _firstNumber[posTag]		= panelObj.transform.Find("AniObj_Number/Sprite_Number1").GetComponent<UISprite>();
            _secondNumber[posTag]		= panelObj.transform.Find("AniObj_Number/Sprite_Number2").GetComponent<UISprite>();
            _caterpillarIconAni[posTag]	= panelObj.transform.Find("Sprite_Caterpillar").GetComponent<UISpriteAnimation>();
            _caterpillarBody[posTag]	= panelObj.transform.Find("Sprite_Caterpillar_Body").GetComponent<UISprite>();
            _roseClound[posTag]			= panelObj.transform.Find("Sprite_Rose").GetComponent<UISpriteAnimation>();
        }

        _roseTweenControl 	= _BushPanel.transform.Find("AniControl_Rose").GetComponent<TweenControl>();
        _roseMoveEndTarget 	= _BushPanel.transform.Find("AniControl_Rose/EndTarget").transform;
        _bushAni 			= _BushPanel.transform.Find("Sprite_Bush").GetComponent<UISpriteAnimation>();

        _bannerTweenControl = _BannerPanel.transform.Find("AniControl_Banner").GetComponent<TweenControl1>();
        _bannerMoveStartTarget = _BannerPanel.transform.Find("AniControl_Banner/StartTarget").transform;
        _bannerMoveStartTarget = _BannerPanel.transform.Find("AniControl_Banner/EndTarget").transform;
        _winnerCaterpillar = _BannerPanel.transform.Find("AniObj_Banner/Sprite_Caterpillar").GetComponent<UISprite>();

        //取得按鈕
        _btn_Menu = _ButtonPanel.transform.Find("Btn_Menu").gameObject;
        Sct_UIMgr.instance.setMsgTarget(_btn_Menu);
        //隱藏回MENU按鈕
        _btn_Menu.SetActive(false);

        //計算排名
        _rankData.Clear();
        _rankData = CalculateRank(roseNum,lavaState,bodyNum,isJoinGame);

        Sct_MusicManager.Instance.ChangeMusic(Sct_DEFCONST.MUSIC_NAME.RESULT);

        DoBeforePerformance1(StartPerformance1);//表演前準備

        #if OldProcess
        _ScorePanel		= this.LoadPrefab("Pfb_Score_ScorePanel"	,Sct_DEFCONST.FILE_PATH.SCORE_PREFAB_FILE_PATH,Sct_DEFCONST.ANCHOR_SIDE.ANCHOR_CENTER);

        //顯示分數物件
        _scoreObj= _ScorePanel.transform.Find("Pfb_ScoreObj").gameObject;
        Sct_UIMgr.instance.setObjVisable(_scoreObj,false);

        //設定資料UI顯示(以換到結算演出流程)
        //setDataUI();
        //結算演出
        StartCoroutine(ScorePerformance());
        #endif
    }
示例#41
0
    IEnumerator Dash(UISpriteAnimation spriteAnim, float duration, float newMovementSpeed)
    {
        dashing = true;

        spriteAnim.namePrefix = "cgrobo";
        float oldMovementSpeed = movementSpeed;
        movementSpeed = newMovementSpeed;

        yield return new WaitForSeconds(duration);

        dashing = false;
        spriteAnim.namePrefix = "grobo";
        movementSpeed = oldMovementSpeed;
    }
示例#42
0
 public IEnumerator CreateInstance(GameObject crossbow, GameObject trigger, UISpriteAnimation _bow, float T)
 {
     yield return new WaitForSeconds(0.0f);
     T -= Time.deltaTime * 20;
     if (T <= 0)
     {
         GameObject newArrow = (GameObject)Instantiate(crossbow);
         newArrow.transform.parent = trigger.transform;
         newArrow.transform.localPosition = Vector3.zero;
         newArrow.transform.localScale = crossbow.transform.localScale;
         Destroy(newArrow.GetComponent<FaceMovementDirection>());
         newArrow.rigidbody.useGravity = false;
         newArrow.name = "CrossBolt";
     }
     else
     {
         if (_bow.frames - 1 >= (int)T)
         {
             _bow.GetComponent<UISprite>().spriteName = "CrossbowLine_" + ((int)T).ToString() + ".psd";
         }
         else
         {
             _bow.GetComponent<UISprite>().spriteName = "CrossbowLine_" + (_bow.frames - 1).ToString() + ".psd";
         }
         Debug.Log(_bow.GetComponent<UISprite>().spriteName);
         StartCoroutine(CreateInstance(crossbow,trigger,_bow,T));
     }
 }
示例#43
0
    //設定教學面板
    private void InitTeachPanel()
    {
        _TeachPanel = this.LoadPrefab ("Pfb_Teach_Panel", Sct_DEFCONST.FILE_PATH.TEACH_PREFAB_FILE_PATH, Sct_DEFCONST.ANCHOR_SIDE.ANCHOR_CENTER);
        //取得教學相關物件
        _btnNext = _TeachPanel.transform.Find ("Btn_Next").gameObject;
        _btnPre = _TeachPanel.transform.Find ("Btn_Pre").gameObject;
        _btnOK = _TeachPanel.transform.Find ("Btn_OK").gameObject;
        Sct_UIMgr.instance.setMsgTarget (_btnNext);
        Sct_UIMgr.instance.setMsgTarget (_btnPre);
        Sct_UIMgr.instance.setMsgTarget (_btnOK);
        Sct_UIMgr.instance.setObjVisable (_btnNext, true);
        Sct_UIMgr.instance.setObjVisable (_btnPre, false);
        Sct_UIMgr.instance.setObjVisable (_btnOK, false);
        _spriteTeach = _TeachPanel.transform.Find ("Sprite_Teach").gameObject;
        _teachSprite = _spriteTeach.GetComponent<UISprite> ();
        _teachAnimation = _spriteTeach.GetComponent<UISpriteAnimation> ();
        _TeachPanel.SetActive (false);

        //紀錄CallBack按鈕
        _useBtnList.Clear ();
        _useBtnList.Add (_btnPre);
        _useBtnList.Add (_btnNext);
        _useBtnList.Add (_btnOK);
        _useBtnList.Reverse ();
    }
示例#44
0
	private void StopAudioAnimation(UISpriteAnimation spriteAnimation) {
		spriteAnimation.ResetToBeginning();
		spriteAnimation.Pause();
		_microPhoneInput.ResetAudio();
	}