| | |
| | | var animator = highestSfx.GetComponentInChildren<Animator>(true);
|
| | | if (animator != null)
|
| | | {
|
| | | animator.Play(HUMAN_HIGHEST_STAGE_1, 0, 0);
|
| | | animator.Play(HUMAN_HIGHEST_STAGE_1, 0, UI3DTreasureSelectStage.sync_normalizedTime);
|
| | | }
|
| | | highestSfx.duration = 0;
|
| | | LayerUtility.SetLayer(highestSfx.gameObject, LayerUtility.UILayer, true);
|
| | |
| | | private Dictionary<TreasureCategory, bool> m_PreloadDict = new Dictionary<TreasureCategory, bool>();
|
| | |
|
| | | Coroutine preloadCoroutine = null;
|
| | |
|
| | | public static float sync_normalizedTime = 0f;
|
| | | const float effect_duration = 4f;
|
| | | float sync_timer = 0f;
|
| | | private void InitTreasure()
|
| | | {
|
| | | Load(TreasureCategory.Human);
|
| | |
| | |
|
| | | private void LateUpdate()
|
| | | {
|
| | | Tick();
|
| | | if (!IsOpen || Preloading)
|
| | | {
|
| | | return;
|
| | |
| | | }
|
| | | }
|
| | |
|
| | | private void Tick()
|
| | | {
|
| | | sync_normalizedTime = Mathf.Clamp01(sync_timer / effect_duration);
|
| | | if (sync_timer >= effect_duration)
|
| | | {
|
| | | sync_timer = 0f;
|
| | | }
|
| | | else
|
| | | {
|
| | | sync_timer += Time.deltaTime;
|
| | | }
|
| | | }
|
| | |
|
| | | #region 滑动
|
| | | private void CheckDisplay()
|
| | | {
|