IEnumerator Step2() { Line.gameObject.SetActive(true); Line.Forward(); yield return(new WaitForSeconds(Line_Time)); }
//红点爆裂的动画 private void AoYiExplore(bool attack) { UISpriteAnimation explore = null; //爆裂的动画效果 explore = attack ? Att_Explore : Def_Explore; explore.gameObject.SetActive(true); explore.framesPerSecond = ExploreFrameRate; explore.AnimationEndDelegate = AoYiExploreMove; explore.Forward(); }
public void Forward() { gameObject.SetActive(true); init(); LeftRole.transform.localPosition = new Vector3(-hideDis, 0f, 0f); RightRole.transform.localPosition = new Vector3(hideDis, 0f, 0f); LeftWord.gameObject.SetActive(false); RightWord.gameObject.SetActive(false); bgAnim.AnimationEndDelegate = (t) => { StartCoroutine(RoleAttend(t)); }; bgAnim.Forward(); }
/// <summary> /// 第一个表示攻击方还是防守方,第二个是火还是闪电 /// </summary> /// <param name="attack">If set to <c>true</c> attack.</param> /// <param name="aType">A type.</param> public void ShowFireOrLight(bool attack, AoYiEfType aType) { UISpriteAnimation blood = null; if (aType == AoYiEfType.Blood_Fire) { blood = attack ? Att_Blood_Fire : Def_Blood_Fire; Status = attack ? Status.set(DragonAnimStatus.Att_Blood_Fire) : Status.set(DragonAnimStatus.Def_Blood_Fire); } else { blood = attack ? Att_Blood_Light : Def_Blood_Light; Status = attack ? Status.set(DragonAnimStatus.Att_Blood_Light) : Status.set(DragonAnimStatus.Def_Blood_Light); } blood.gameObject.SetActive(true); blood.framesPerSecond = BloodFrameRate; blood.Forward(); }