示例#1
0
    IEnumerator Step2()
    {
        Line.gameObject.SetActive(true);

        Line.Forward();
        yield return(new WaitForSeconds(Line_Time));
    }
示例#2
0
    //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();
    }
示例#3
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    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();
    }
示例#4
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    /// <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();
    }