示例#1
1
 private static IEnumerator<bool> BlinkFunction(MultiAdditionalCoroutineSprite sp, int time, double duraiton, EasingFunction easing)
 {
     while (true)
     {
         for (int i = 0; i < time; i++)
         {
             sp.Alpha = easing(i, time, 1, -duraiton);
             yield return true;
         }
     }
 }
示例#2
0
 private static IEnumerator<bool> AlphaFunction(MultiAdditionalCoroutineSprite sp, int time, double alpha, EasingFunction easing)
 {
     var sa = sp.Alpha;
     for (int i = 0; i < time; i++)
     {
         sp.Alpha = easing(i, time, sa, alpha - sa);
         yield return true;
     }
     sp.Alpha = alpha;
 }
示例#3
0
 private static IEnumerator<bool> CursorMoveFunction(MultiAdditionalCoroutineSprite sp, int time, double x, double y, EasingFunction easing)
 {
     var sy = sp.Y;
     var sx = sp.X;
     for (int i = 0; i < time; i++)
     {
         sp.Y = easing(i, time, sy, y - sy);
         sp.X = easing(i, time, sx, x - sx);
         yield return true;
     }
     sp.Y = y;
     sp.X = x;
 }
示例#4
0
 private static IEnumerator<bool> VerticalFadeOutFunction(MultiAdditionalCoroutineSprite sp, int time, double moving, EasingFunction moveEasing, EasingFunction fadeEasing)
 {
     var sa = sp.Alpha;
     var sy = sp.Y;
     for (int i = 0; i < time; i++)
     {
         sp.Alpha = fadeEasing(i, time, sa, -sa);
         sp.Y = moveEasing(i, time, sy, moving);
         yield return true;
     }
     sp.IsDead = true;
 }
示例#5
0
 private static IEnumerator<bool> MenuOutroFunction(MultiAdditionalCoroutineSprite sp, int delay, int time, double ty)
 {
     for (int i = 0; i < delay; i++) yield return true;
     var sy = sp.Y;
     for (int i = 0; i < time; i++)
     {
         sp.Y = Easing.OutSine(i, time, sy, ty - sy);
         yield return true;
     }
     sp.Y = ty;
 }
示例#6
0
 private static IEnumerator<bool> LaserThrowAwayFunction(MultiAdditionalCoroutineSprite sp, double angle, double speed)
 {
     while (true)
     {
         sp.X += Math.Cos(angle) * speed;
         sp.Y += Math.Sin(angle) * speed;
         yield return true;
     }
 }