本文整理汇总了C#中LTDescr.onUpdateColor方法的典型用法代码示例。如果您正苦于以下问题:C# LTDescr.onUpdateColor方法的具体用法?C# LTDescr.onUpdateColor怎么用?C# LTDescr.onUpdateColor使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类LTDescr
的用法示例。
在下文中一共展示了LTDescr.onUpdateColor方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: update
//.........这里部分代码省略.........
}
if(trans.childCount>0){
foreach (Transform child in trans) {
if(child.gameObject.renderer!=null){
foreach(Material mat in child.gameObject.renderer.materials){
mat.color = new Color( mat.color.r, mat.color.g, mat.color.b, val);
}
}
}
}
}
#endif
}else if(tweenAction==TweenAction.ALPHA_VERTEX){
Mesh mesh = trans.GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
Color32[] colors = new Color32[vertices.Length];
Color32 c = mesh.colors32[0];
c = new Color( c.r, c.g, c.b, val);
for (int k= 0; k < vertices.Length; k++) {
colors[k] = c;
}
mesh.colors32 = colors;
}else if(tweenAction==TweenAction.COLOR || tweenAction==TweenAction.CALLBACK_COLOR){
Color toColor = tweenColor(tween, val);
// Debug.Log("val:"+val+" tween:"+tween+" tween.diff:"+tween.diff);
if(tweenAction==TweenAction.COLOR){
if(trans.gameObject.renderer!=null){
foreach(Material mat in trans.gameObject.renderer.materials){
mat.color = toColor;
}
}
}else if(tweenAction==TweenAction.CALLBACK_COLOR){
tween.onUpdateColor(toColor);
}
}
}else if(tweenAction>=TweenAction.MOVE){
//
if(tween.animationCurve!=null){
newVect = tweenOnCurveVector(tween, ratioPassed);
}else{
if(tween.tweenType == LeanTweenType.linear){
newVect = new Vector3( tween.from.x + tween.diff.x * ratioPassed, tween.from.y + tween.diff.y * ratioPassed, tween.from.z + tween.diff.z * ratioPassed);
}else if(tween.tweenType >= LeanTweenType.linear){
switch(tween.tweenType){
case LeanTweenType.easeOutQuad:
newVect = new Vector3(easeOutQuadOpt(tween.from.x, tween.diff.x, ratioPassed), easeOutQuadOpt(tween.from.y, tween.diff.y, ratioPassed), easeOutQuadOpt(tween.from.z, tween.diff.z, ratioPassed)); break;
case LeanTweenType.easeInQuad:
newVect = new Vector3(easeInQuadOpt(tween.from.x, tween.diff.x, ratioPassed), easeInQuadOpt(tween.from.y, tween.diff.y, ratioPassed), easeInQuadOpt(tween.from.z, tween.diff.z, ratioPassed)); break;
case LeanTweenType.easeInOutQuad:
newVect = new Vector3(easeInOutQuadOpt(tween.from.x, tween.diff.x, ratioPassed), easeInOutQuadOpt(tween.from.y, tween.diff.y, ratioPassed), easeInOutQuadOpt(tween.from.z, tween.diff.z, ratioPassed)); break;
case LeanTweenType.easeInCubic:
newVect = new Vector3(easeInCubic(tween.from.x, tween.to.x, ratioPassed), easeInCubic(tween.from.y, tween.to.y, ratioPassed), easeInCubic(tween.from.z, tween.to.z, ratioPassed)); break;
case LeanTweenType.easeOutCubic:
newVect = new Vector3(easeOutCubic(tween.from.x, tween.to.x, ratioPassed), easeOutCubic(tween.from.y, tween.to.y, ratioPassed), easeOutCubic(tween.from.z, tween.to.z, ratioPassed)); break;
case LeanTweenType.easeInOutCubic:
newVect = new Vector3(easeInOutCubic(tween.from.x, tween.to.x, ratioPassed), easeInOutCubic(tween.from.y, tween.to.y, ratioPassed), easeInOutCubic(tween.from.z, tween.to.z, ratioPassed)); break;
case LeanTweenType.easeInQuart:
newVect = new Vector3(easeInQuart(tween.from.x, tween.to.x, ratioPassed), easeInQuart(tween.from.y, tween.to.y, ratioPassed), easeInQuart(tween.from.z, tween.to.z, ratioPassed)); break;
case LeanTweenType.easeOutQuart:
newVect = new Vector3(easeOutQuart(tween.from.x, tween.to.x, ratioPassed), easeOutQuart(tween.from.y, tween.to.y, ratioPassed), easeOutQuart(tween.from.z, tween.to.z, ratioPassed)); break;
case LeanTweenType.easeInOutQuart:
newVect = new Vector3(easeInOutQuart(tween.from.x, tween.to.x, ratioPassed), easeInOutQuart(tween.from.y, tween.to.y, ratioPassed), easeInOutQuart(tween.from.z, tween.to.z, ratioPassed)); break;
case LeanTweenType.easeInQuint:
示例2: update
//.........这里部分代码省略.........
{
ren.color = toColor;
}
else
{
#endif
// Debug.Log("val:"+val+" tween:"+tween+" tween.diff:"+tween.diff);
if (tweenAction == TweenAction.COLOR)
{
if (trans.gameObject.GetComponent<Renderer>() != null)
{
foreach (Material mat in trans.gameObject.GetComponent<Renderer>().materials)
{
mat.color = toColor;
}
}
if (trans.childCount > 0)
{
foreach (Transform child in trans)
{
if (child.gameObject.GetComponent<Renderer>() != null)
{
foreach (Material mat in child.gameObject.GetComponent<Renderer>().materials)
{
mat.color = toColor;
}
}
}
}
}
#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2
}
#endif
if (dt != 0f && tween.onUpdateColor != null)
{
tween.onUpdateColor(toColor);
}
}
#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5
else if (tweenAction == TweenAction.CANVAS_ALPHA)
{
Color c = tween.uiImage.color;
c.a = val;
tween.uiImage.color = c;
}
else if (tweenAction == TweenAction.CANVAS_COLOR)
{
Color toColor = tweenColor(tween, val);
tween.uiImage.color = toColor;
if (dt != 0f && tween.onUpdateColor != null)
{
tween.onUpdateColor(toColor);
}
}
else if (tweenAction == TweenAction.TEXT_ALPHA)
{
textAlphaRecursive(trans, val);
}
else if (tweenAction == TweenAction.TEXT_COLOR)
{
Color toColor = tweenColor(tween, val);
tween.uiText.color = toColor;
if (dt != 0f && tween.onUpdateColor != null)
{
tween.onUpdateColor(toColor);
}