少年修仙传客户端代码仓库
lcy
2025-01-07 f4b4478b753304e463bd0ced743e52936b838ec6
10290 运势增加运势抽奖小爆spine动画
1个文件已修改
20 ■■■■■ 已修改文件
System/LoopAct/YunShi/YunShiXBActWin.cs 20 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/LoopAct/YunShi/YunShiXBActWin.cs
@@ -1,4 +1,5 @@
using DG.Tweening;
using Spine.Unity;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
@@ -25,7 +26,7 @@
        [SerializeField] List<PositionTween> qianPositionTweens = new List<PositionTween>();
        [SerializeField] RotationTween qianTongRotationTween;
        [SerializeField] UIEffect qianTongUIEffect;
        [SerializeField] List<UIEffect> haveUIEffects;
        [SerializeField] List<SkeletonGraphic> haveSkeletonGraphics;
        [SerializeField] TextEx actTime;
        [SerializeField] ButtonEx btnXBOne;
@@ -262,9 +263,10 @@
        {
            qianTongUIEffect.Stop();
            for (int i = 0; i < haveUIEffects.Count; i++)
            for (int i = 0; i < haveSkeletonGraphics.Count; i++)
            {
                haveUIEffects[i].Stop();
                haveSkeletonGraphics[i].SetActive(false);
                haveSkeletonGraphics[i].AnimationState.ClearTracks();
            }
            for (int i = 0; i < yunShiXBItems.Count; i++)
@@ -350,13 +352,15 @@
            if (xbItemlist.Count == 1)
            {
                YunShiXBItem item = yunShiXBItems[0];
                yunShiXBItems[0].transform.position = haveUIEffects[0].transform.position;
                yunShiXBItems[0].transform.position = haveSkeletonGraphics[0].transform.position;
                Vector3 targetPosition = oneEnd.position;
                XBGetItem xbItem = happyXBModel.rangelist[0];
                DG.Tweening.Tween tween = item.transform.DOMove(targetPosition, 0.05f).SetDelay(0.05f).SetEase(Ease.InOutSine)
                    .OnStart(() =>
                    {
                        haveUIEffects[0].Play();
                        haveSkeletonGraphics[0].SetActive(true);
                        haveSkeletonGraphics[0].Skeleton.SetToSetupPose();
                        haveSkeletonGraphics[0].AnimationState.SetAnimation(0, "animation1", false);
                        yunShiXBItems[0].Display(xbItem.itemId, xbItem.count);
                        yunShiXBItems[0].SetActive(true);
                        for (int i = 0; i < qianPositionTweens.Count; i++)
@@ -374,13 +378,15 @@
                    {
                        int index = i;
                        YunShiXBItem item = yunShiXBItems[i];
                        yunShiXBItems[i].transform.position = haveUIEffects[i].transform.position;
                        yunShiXBItems[i].transform.position = haveSkeletonGraphics[i].transform.position;
                        Vector3 targetPosition = manyEnds[i].position;
                        XBGetItem xbItem = happyXBModel.rangelist[i];
                        DG.Tweening.Tween tween = item.transform.DOMove(targetPosition, 0.1f).SetDelay(0.1f).SetEase(Ease.InOutSine)
                            .OnStart(() =>
                            {
                                haveUIEffects[index].Play();
                                haveSkeletonGraphics[index].SetActive(true);
                                haveSkeletonGraphics[index].Skeleton.SetToSetupPose();
                                haveSkeletonGraphics[index].AnimationState.SetAnimation(0, "animation1", false);
                                yunShiXBItems[index].Display(xbItem.itemId, xbItem.count);
                                yunShiXBItems[index].SetActive(true);
                                for (int i = 0; i < qianPositionTweens.Count; i++)