少年修仙传客户端代码仓库
lcy
2024-12-16 a39c35fc6449430cd02bccb681c4a0a880e46cd9
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//--------------------------------------------------------
//    [Author]:           第二世界
//    [  Date ]:           Monday, April 09, 2018
//--------------------------------------------------------
using System;
using System.Collections;
using System.Collections.Generic;
 
using UnityEngine;
using LitJson;
using System.Text.RegularExpressions;
using System.Text;
using vnxbqy.UI;
using UnityEngine.UI;
using DG.Tweening;
 
namespace vnxbqy.UI {
 
    public class MainDofadeTween:MonoBehaviour {
 
        [SerializeField] Transform Group;
        [Header("每列个数")]
        public int LINE = 3;
        [Header("下一列移动等待速度")]
        public float LineNext = 0.2f;
        [Header("渐变时间")]
        public float ShadeTime = 1f;
        Dictionary<int, List<Transform>> dic = new Dictionary<int, List<Transform>>();
        List<int> KeySort = new List<int>();
        private void OnDisable()
        {
            StopAllCoroutines();
        }
        public  void BlendTrans( bool IsVanish)
        {
            dic.Clear();
            for (int i = 0; i < Group.childCount; i++)
            {
                if (Group.GetChild(i).gameObject.activeInHierarchy)
                {
                    int line = Mathf.CeilToInt((float)(i+1)/ LINE);
                    if (!dic.ContainsKey(line))
                    {
                        List<Transform> tran = new List<Transform>();
                        tran.Add(Group.GetChild(i).transform);
                        dic.Add(line, tran);
                    }
                    else
                    {
                        dic[line].Add(Group.GetChild(i).transform);
                    }                  
                }
 
            }
            if (IsVanish)
            {
                StopCoroutine("AppearIe");
                StartCoroutine("Vanish");
            }
            else
            {
                Appear();
            }
           
        }
        IEnumerator Vanish()//消失
        {
           
            foreach (var key in dic.Keys)
            {
                ListTran(dic[key]);
                yield return new WaitForSeconds(LineNext);
            }
            yield return null;
        }
 
        private void ListTran(List<Transform> list)
        {
            for (int i = 0; i < list.Count; i++)
            {
                list[i].GetComponent<CanvasGroup>().DOFade(0, ShadeTime);
            }
        }
 
        private void Appear()//出现
        {
            KeySort.Clear();
            foreach (var key in dic.Keys)
            {
                KeySort.Add(key);
            }
            KeySort.Reverse();
            StopCoroutine("Vanish");
            StartCoroutine("AppearIe");
        }
 
        IEnumerator AppearIe()//出现
        {                    
            for (int i = 0; i < KeySort.Count; i++)
            {
                ListTranA(dic[KeySort[i]]);
                yield return new WaitForSeconds(LineNext);
            }
            yield return null;
        }
        private void ListTranA(List<Transform> list)
        {
            for (int i = 0; i < list.Count; i++)
            {
                list[i].GetComponent<CanvasGroup>().DOFade(1, ShadeTime);
            }
        }
 
        public void AllShow()
        {
            for (int i = 0; i < Group.childCount; i++)
            {
                if (Group.GetChild(i).gameObject.activeInHierarchy)
                {
                    Group.GetChild(i).GetComponent<CanvasGroup>().DOFade(1,0);
                }
            }
        }
    }
 
}