动画调整

This commit is contained in:
xiekaidong 2023-04-25 23:01:27 +08:00
parent e085aad38f
commit fd70f87d65

View File

@ -11,8 +11,8 @@ local BOARD_POS_DOWN = BF.Vector2(0, -740)
local BG_PATH = "assets/arts/textures/background/battle/%s.png"
local CacheVector2 = CS.UnityEngine.Vector2(0, 0)
local CACHE_SKILL_POS_1 = {x = 0, y = 360}
local CACHE_SKILL_POS_2 = {x = 0, y = 420}
local CACHE_SKILL_POS_1 = {x = 10, y = 360}
local CACHE_SKILL_POS_2 = {x = 10, y = 420}
local BATTLE_COMMON_PATH = "assets/arts/textures/background/battle_common/%s.png"
function BattleUI:getPrefabPath()
@ -1036,7 +1036,7 @@ function BattleUI:doCacheAni(skillInfo, callback)
self.cacheSkillAniSeq:AppendCallback(function()
self.boardCacheBox:setAnchoredPositionX(- w)
end)
self.cacheSkillAniSeq:Append(self.boardCacheBox:getTransform():DOAnchorPosX(0, 0.5))
for index, info in ipairs(skillInfo) do
local entity = self.root.skillAniGridEntities[index]
if entity then
@ -1053,8 +1053,24 @@ function BattleUI:doCacheAni(skillInfo, callback)
gridEntity:getCell():getBaseObject():setAnchoredPositionX(DEFAULT_X) -- 放到屏幕外
end
end)
local path = {pos, CACHE_SKILL_POS_2, CACHE_SKILL_POS_1}
self.cacheSkillAniSeq:Insert(0.5 + 0.5 * (index - 1) + 0.02, obj:getTransform():DOLocalPath(path, 1))
self.cacheSkillAniSeq:Insert(0.5 * (index - 1) + 0.02, obj:getTransform():DOAnchorPos(CACHE_SKILL_POS_2, 0.7))
end
end
end
self.cacheSkillAniSeq:Append(self.boardCacheBox:getTransform():DOAnchorPosX(0, 0.5))
for index, info in ipairs(skillInfo) do
local entity = self.root.skillAniGridEntities[index]
if entity then
local cell = entity:getCell()
if cell then
local obj = cell:getBaseObject()
if index == 1 then
self.cacheSkillAniSeq:Append(obj:getTransform():DOAnchorPos(CACHE_SKILL_POS_1, 0.3))
else
self.cacheSkillAniSeq:Join(obj:getTransform():DOAnchorPos(CACHE_SKILL_POS_1, 0.3))
end
end
end
end
@ -1109,21 +1125,37 @@ function BattleUI:doCachePopAni(skillInfo, callback)
obj:setAnchoredPositionX(DEFAULT_X)
end)
self.cacheSkillAniSeq:InsertCallback(0.5 + 0.5 * (index - 1), function()
obj:setAnchoredPosition(0, 360)
obj:setAnchoredPosition(CACHE_SKILL_POS_1.x, CACHE_SKILL_POS_1. y)
end)
local path = {CACHE_SKILL_POS_1, CACHE_SKILL_POS_2, pos}
self.cacheSkillAniSeq:Insert(0.5 + 0.5 * (index - 1) + 0.02, obj:getTransform():DOLocalPath(path, 0.5))
self.cacheSkillAniSeq:InsertCallback(0.5 + 0.5 * (index - 1) + 0.52, function()
if self.battleController then
self.battleController:setGridSkillId(info.posId, info.skillId)
end
end)
self.cacheSkillAniSeq:Insert(0.5 + 0.5 * (index - 1) + 0.02, obj:getTransform():DOAnchorPos(CACHE_SKILL_POS_2, 0.3))
end
end
end
self.cacheSkillAniSeq:Append(self.boardCacheBox:getTransform():DOAnchorPosX(w, 0.5))
for index, info in ipairs(skillInfo) do
local entity = self.root.skillAniGridEntities[index]
if entity then
local pos = ModuleManager.BattleManager:getPosInfo(info.posId)
local cell = entity:getCell()
if cell then
local obj = cell:getBaseObject()
if index == 1 then
self.cacheSkillAniSeq:Append(obj:getTransform():DOAnchorPos(pos, 0.7))
else
self.cacheSkillAniSeq:Join(obj:getTransform():DOAnchorPos(pos, 0.7))
end
end
end
end
self.cacheSkillAniSeq:AppendCallback(function()
for index, info in ipairs(skillInfo) do
if self.battleController then
self.battleController:setGridSkillId(info.posId, info.skillId)
end
end
self.boardCacheNode:setVisible(false)
self:enableUITouch()
if callback then