/// <summary> /// 淡出并移除背景 /// </summary> /// <param name="time">淡出时间</param> public static Queue <ImageEffect> FadeOutBackground(float time) { AnimationBuilder builder = new AnimationBuilder(); UI2DSprite ui = EffectBuilder.backgroundSprite; return(builder.BeginWith(EffectBuilder.FadeOut(ui, time)).Then(EffectBuilder.RemoveSprite(ui)).Get()); }
public static Queue <ImageEffect> ChangeSprite(UI2DSprite uiSprite, Sprite sprite) { AnimationBuilder builder = new AnimationBuilder(); return(builder.BeginWith(EffectBuilder.ChangeSprite(uiSprite, sprite )).Get()); }
/// <summary> /// 移除背景 /// </summary> public static Queue <ImageEffect> RemoveBackground() { AnimationBuilder builder = new AnimationBuilder(); UI2DSprite ui = EffectBuilder.backgroundSprite; return(builder.BeginWith(EffectBuilder.ChangeSprite(ui, null)).Get()); }
/// <summary> /// 从当前位置向某一位置移动 /// </summary> /// <param name="depth">图像层数</param> /// <param name="target">目标位置</param> /// <param name="time">移动时间</param> public static Queue <ImageEffect> MoveCharacterSprite(int depth, Vector3 target, float time) { AnimationBuilder builder = new AnimationBuilder(); return(builder.BeginWith(EffectBuilder.MoveByDepth(depth, target, time)) .Get()); }
/// <summary> /// 设置并淡入立绘 /// </summary> /// <param name="depth">图像层数</param> /// <param name="sprite">图像名</param> /// <param name="time">淡入时间</param> public static Queue <ImageEffect> SetCharacterSprite(int depth, Sprite sprite, float time) { AnimationBuilder builder = new AnimationBuilder(); return(builder.BeginWith(EffectBuilder.SetSpriteByDepth(depth, sprite)) .Then(EffectBuilder.FadeInByDepth(depth, time)) .Get()); }
/// <summary> /// 消除对话框 /// </summary> /// <param name="fadeout">淡出时间</param> public static Queue <ImageEffect> FadeOutDialog(float fadeout) { AnimationBuilder builder = new AnimationBuilder(); return(builder.BeginWith(EffectBuilder.FadeOutDialog(fadeout)) .Then(EffectBuilder.SetDialog(false)) .Get()); }
/// <summary> /// 淡出并移除立绘 /// </summary> /// <param name="depth">图像层数</param> /// <param name="time">淡出时间</param> public static Queue <ImageEffect> RemoveCharacterSprite(int depth, float time) { AnimationBuilder builder = new AnimationBuilder(); return(builder.BeginWith(EffectBuilder.FadeOutByDepth(depth, time)) .Then(EffectBuilder.DeleteSpriteByDepth(depth)) .Get()); }
//public static Queue<ImageEffect> ChangeFront(string character, Sprite sprite) //{ // ImageManager im = GameObject.Find("GameManager").GetComponent<ImageManager>(); // return ChangeSprite(im.GetFront(character), sprite); //} public static Queue <ImageEffect> ChangeSpriteFade(UI2DSprite ui, Sprite sprite, float fadeout, float fadein) { AnimationBuilder builder = new AnimationBuilder(); return(builder.BeginWith(EffectBuilder.FadeOut(ui, fadeout)) .Then(EffectBuilder.ChangeSprite(ui, sprite)) .Then(EffectBuilder.FadeIn(ui, fadein)) .Get()); }
/// <summary> /// 设置并淡入背景 /// </summary> /// <param name="sprite">图像名</param> /// <param name="time">淡入时间</param> public static Queue <ImageEffect> FadeInBackground(Sprite sprite, float time) { AnimationBuilder builder = new AnimationBuilder(); UI2DSprite ui = EffectBuilder.backgroundSprite; return(builder.BeginWith(EffectBuilder.ChangeSprite(ui, sprite)) .Then(EffectBuilder.FadeIn(ui, time)) .Get()); }
/// <summary> /// 改变原有立绘(淡出淡入) /// </summary> /// <param name="depth">图像层数</param> /// <param name="sprite">图像名</param> /// <param name="fadeout">原图淡出时间</param> /// <param name="fadein">淡入时间</param> public static Queue <ImageEffect> ChangeCharacterSprite(int depth, Sprite sprite, float fadeout, float fadein) { AnimationBuilder builder = new AnimationBuilder(); if (fadeout == 0) { builder.BeginWith(EffectBuilder.ChangeByDepth(depth, sprite)); } else { builder.BeginWith(EffectBuilder.FadeOutByDepth(depth, fadeout)) .Then(EffectBuilder.SetSpriteByDepth(depth, sprite)); } if (fadein != 0) { return(builder.Then(EffectBuilder.FadeInByDepth(depth, fadein)).Get()); } return(builder.Get()); }