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C# Sprite.AddFrame方法代码示例

本文整理汇总了C#中Sprite.AddFrame方法的典型用法代码示例。如果您正苦于以下问题:C# Sprite.AddFrame方法的具体用法?C# Sprite.AddFrame怎么用?C# Sprite.AddFrame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Sprite的用法示例。


在下文中一共展示了Sprite.AddFrame方法的13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: DebugDrawSpline

    public void DebugDrawSpline()
    {
        _WayPoints.DebugDrawSpline(_OffsetX,_OffsetZ);

        if(_Sprite == null)
        {
            _Sprite = Sprite.Spawn(1);
            _Sprite.AddFrame("Enemy1F1.png");
            _Sprite.AddFrame("Enemy1F2.png");
            _Sprite.AddFrame("Enemy1F3.png");
            _Sprite.AddFrame("Enemy1F4.png");
            _Sprite.AddFrame("Enemy1F3.png");
            _Sprite.AddFrame("Enemy1F2.png");
            _Sprite._Width = 1.2f;
            _Sprite._Height = 1.2f;
            _Sprite._Animate = true;
            _Sprite._Y = 0.1f;
        }

        _DebugT += _Speed * Time.deltaTime;

        if(_DebugT >= 1.0f)
        {
            _DebugT = 0.0f;

        }

        Vector3 vPos = _WayPoints.Spline(_DebugT);
        _Sprite._X = vPos.x;
        _Sprite._Z = vPos.z;

        // Draw a circle to represent the speed
        Vector3 vA = Vector3.zero;
        Vector3 vB = Vector3.zero;
        Vector3 vColour = new Vector3(1.0f,1.0f,0.0f);

        float fAngle = 0.0f;
        float fStep = 360.0f / 30.0f;

        vA.x = (Mathf.Sin(fAngle * Mathf.Deg2Rad) * (_Speed * 2.0f)) + _OffsetX;
        vA.z = (Mathf.Cos(fAngle * Mathf.Deg2Rad) * (_Speed * 2.0f)) + _OffsetZ;
        fAngle += fStep;

        for(int i = 0; i < 30; ++i)
        {
            vB.x = (Mathf.Sin(fAngle * Mathf.Deg2Rad) * (_Speed * 2.0f)) + _OffsetX;
            vB.z = (Mathf.Cos(fAngle * Mathf.Deg2Rad) * (_Speed * 2.0f)) + _OffsetZ;

            Director._Instance.AddLine(vColour,vA,vB);
            fAngle += fStep;
            vA = vB;
        }
    }
开发者ID:Johangsl,项目名称:GameDevChronicles,代码行数:53,代码来源:WayPointWalker.cs

示例2: Tile

 public Tile(int id, Sprite sprite)
 {
     Id = id;
     Sprite = sprite;
     if (Sprite.Count == 0) Sprite.AddFrame();
     Properties = TileProperties.Default;
 }
开发者ID:Tesserex,项目名称:CME-Common-Library,代码行数:7,代码来源:Tile.cs

示例3: Update

    // Update is called once per frame
    void Update()
    {
        if(_Sprite == null)
        {
            _Sprite = Sprite.Spawn(1);
            _Sprite._Width = _Transform.localScale.x;
            _Sprite._Height = _Transform.localScale.y;
            _Sprite._Animate = false;
            _Sprite.AddFrame(_Name);
            _Sprite._X = 1000.0f;
            _Sprite._Z = 1000.0f;
            _Sprite._Y = 0.1f;

        }

        _Sprite._X = _Transform.position.x;
        _Sprite._Z = _Transform.position.z;
        _Sprite._Width = _Transform.localScale.x;
        _Sprite._Height = _Transform.localScale.y;
    }
开发者ID:Johangsl,项目名称:GameDevChronicles,代码行数:21,代码来源:UISprite.cs

示例4: Update

    void Update()
    {
        if(_Sprite == null)
        {
            _Sprite = Sprite.Spawn(1);
            _Sprite._Width = _Width;
            _Sprite._Height = _Height;
            _Sprite._Animate = false;
            _Sprite.AddFrame(_Image);
            _Sprite._X = 1000.0f;
            _Sprite._Z = 1000.0f;
        }

        switch(_Ease)
        {
            case eTitleEase.TITLE_EASE_IN:
                _Time += Time.deltaTime;

                if(_Time > 1.0f)
                {
                    _Time = 1.0f;
                    _C = _B;
                    _Ease = eTitleEase.TITLE_EASE_NONE;
                }

                float fRealTime = 1.0f - _Time;
                _C = _B + (_A - _B) * (fRealTime * fRealTime);
                break;

            case eTitleEase.TITLE_EASE_OUT:

                _Time -= Time.deltaTime;

                if(_Time < 0.0f)
                {
                    _Time = 0.0f;
                    _C = _A;
                    _Ease = eTitleEase.TITLE_EASE_KILL;
                }

                _C = _A + (_B - _A) * (_Time * _Time);
                break;

            case eTitleEase.TITLE_EASE_KILL:
                this.active = false;
                _Sprite._Alive = false;
                break;
        }

        this.transform.position = _C;
        _Sprite._X = _C.x;
        _Sprite._Z = _C.z;
    }
开发者ID:Johangsl,项目名称:GameDevChronicles,代码行数:53,代码来源:Title.cs

示例5: Update

    // Update is called once per frame
    void Update()
    {
        if(_Sprite == null)
        {
            _Sprite = Sprite.Spawn(1);
            _Sprite._Width = _Transform.localScale.x;
            _Sprite._Height = _Transform.localScale.y;
            _Sprite._Animate = false;
            _Sprite.AddFrame("V10.png");
            _Sprite.AddFrame("V9.png");
            _Sprite.AddFrame("V8.png");
            _Sprite.AddFrame("V7.png");
            _Sprite.AddFrame("V6.png");
            _Sprite.AddFrame("V5.png");
            _Sprite.AddFrame("V4.png");
            _Sprite.AddFrame("V3.png");
            _Sprite.AddFrame("V2.png");
            _Sprite.AddFrame("V1.png");
            _Sprite.AddFrame("V0.png");
            _Sprite._X = 1000.0f;
            _Sprite._Z = 1000.0f;
            _Sprite._Y = 0.1f;
        }

        _Sprite._X = _Transform.position.x;
        _Sprite._Z = _Transform.position.z;
        _Sprite._Width = _Transform.localScale.x;
        _Sprite._Height = _Transform.localScale.y;

        if(Director._Instance._SFXVolume > 0.9f)
        {
            _Sprite.SetFrame(0);
        }
        else if(Director._Instance._SFXVolume > 0.8f)
        {
            _Sprite.SetFrame(1);
        }
        else if(Director._Instance._SFXVolume > 0.7f)
        {
            _Sprite.SetFrame(2);
        }
        else if(Director._Instance._SFXVolume > 0.6f)
        {
            _Sprite.SetFrame(3);
        }
        else if(Director._Instance._SFXVolume > 0.5f)
        {
            _Sprite.SetFrame(4);
        }
        else if(Director._Instance._SFXVolume > 0.4f)
        {
            _Sprite.SetFrame(5);
        }
        else if(Director._Instance._SFXVolume > 0.3f)
        {
            _Sprite.SetFrame(6);
        }
        else if(Director._Instance._SFXVolume > 0.2f)
        {
            _Sprite.SetFrame(7);
        }
        else if(Director._Instance._SFXVolume > 0.1f)
        {
            _Sprite.SetFrame(8);
        }
        else if(Director._Instance._SFXVolume > 0.0f)
        {
            _Sprite.SetFrame(9);
        }
        else
        {
            _Sprite.SetFrame(10);
        }
    }
开发者ID:Johangsl,项目名称:GameDevChronicles,代码行数:75,代码来源:SFXVolume.cs

示例6: Update

    void Update()
    {
        _Delay -= Time.deltaTime;

        if(_Delay > 0.0f)
        {
            return;
        }

        _Delay = 0.0f;

        if(_Sprite == null)
        {
            _Sprite = Sprite.Spawn(1);
            _Sprite._Width = _SA.x;
            _Sprite._Height = _SA.y;
            _Sprite._Animate = false;
            _Sprite.AddFrame(_Image);
            _Sprite._X = 1000.0f;
            _Sprite._Z = 1000.0f;
            _Sprite._Y = _Depth;
        }

        switch(_Ease)
        {
            case eIMAGEEase.IMAGE_EASE_IN:
                _Time += Time.deltaTime;

                if(_Time > 1.0f)
                {
                    _Time = 1.0f;
                    _C = _B;
                    _Ease = eIMAGEEase.IMAGE_EASE_NONE;

                    if(_FireEventOnFinishTransitionIn)
                    {
                        Director._Instance.FireEvent(_Event);
                    }
                }

                float fRealTime = 1.0f - _Time;
                _C = _B + (_A - _B) * (fRealTime * fRealTime);
                _SC = _SB + (_SA - _SB) * (fRealTime * fRealTime);
                _Alpha = _BAlpha + (_AAlpha - _BAlpha) * (fRealTime * fRealTime);
                break;

            case eIMAGEEase.IMAGE_EASE_OUT:

                _Time -= Time.deltaTime;

                if(_Time < 0.0f)
                {
                    _Time = 0.0f;
                    _C = _A;
                    _Ease = eIMAGEEase.IMAGE_EASE_KILL;
                }

                _C = _A + (_B - _A) * (_Time * _Time);
                _SC = _SA + (_SB - _SA) * (_Time * _Time);
                _Alpha = _AAlpha + (_BAlpha - _AAlpha) * (_Time * _Time);
                break;

            case eIMAGEEase.IMAGE_EASE_KILL:
                this.active = false;
                _Sprite._Alive = false;
                Sprite.Kill(_Sprite);
                _Sprite = null;
                break;
        }

        this.transform.position = _C;

        if(_Sprite != null)
        {
            _Sprite._X = _C.x;
            _Sprite._Z = _C.z;
            _Sprite._Width = _SC.x;
            _Sprite._Height = _SC.y;
            _Sprite._Alpha = _Alpha;
        }
    }
开发者ID:Johangsl,项目名称:GameDevChronicles,代码行数:81,代码来源:Image.cs

示例7: Start


//.........这里部分代码省略.........
        pName.AddCompound("SFXNameContainer");
        pName.AddCompound("NameContainer");

        _Screens.Add("NAME",pName);

        ScreenContainer pNewVersion = new ScreenContainer();
        pNewVersion.AddButton("GoGetButton");
        pNewVersion.AddButton("GoGetBackButton");
        pNewVersion.AddUIGO("NewVersion");
        _Screens.Add("NEW_VERSION",pNewVersion);

        ScreenContainer pCompany = new ScreenContainer();
        pCompany.AddUIGO("Company");
        _Screens.Add("COMPANY",pCompany);

        _Number = new Number();
        _Number._Z = 10.0f;
        _Number.Disable();

        // Setup the initial game state
        //_CurrentState = eGameState.GAMESTATE_SETUP_COMPANY;
        _CurrentState = eGameState.GAMESTATE_SETUP_TITLE;

        _Camera = GetComponent<Camera>();

        // Disable components to start
        _Player.Disable();

        _Samples = new Dictionary<string,AudioClip>();
        _SamplesTimeStamp = new Dictionary<string, float>();
        _SamplePlayAlways = new Dictionary<string, bool>();
        _AudioSource = this.GetComponent<AudioSource>();

        // Add samples
        AddSample("ALIEN_SHOT","SFX/Enemy");
        AddSample("PLAYER_SHOT","SFX/PlayerShot2");
        AddSample("EXPLOSION","SFX/Explosion");
        AddSample("COIN","SFX/Coin");
        AddSample("POWERUP","SFX/PowerUp");
        AddSample("PLAYERDEATH","SFX/PlayerDeath",true);
        AddSample("RAPIDFIRE","SFX/RapidFire",true);
        AddSample("GAMEON","SFX/GameOn",true);
        AddSample("WIPEOUT","SFX/WipeOut",true);
        AddSample("CLICK","SFX/Click",true);
        AddSample("PRESS","SFX/Press",true);
        AddSample("THREEWAY","SFX/ThreeWay",true);
        AddSample("MAGNET","SFX/Magnatism",true);

        // Create lives sprites
        _LivesSprites = new List<Sprite>();

        float fLX = Ground._Instance._HigherX + 2.0f;
        float fLZ = Ground._Instance._LowerZ - 2.0f;

        for(int i = 0; i < 20; ++i)
        {
            Sprite pSprite = Sprite.Spawn(1);

            pSprite.AddFrame("Life.png");
            pSprite._Width = 0.5f;
            pSprite._Height = 0.5f;
            pSprite._Animate = false;;
            pSprite._Y = 1.0f;
            pSprite._X = fLX;
            pSprite._Z = fLZ;
            pSprite._Alive = false;
            _LivesSprites.Add(pSprite);

            fLX += 0.6f;
        }

        _Starfield = GameObject.Find("Starfield").GetComponent<Renderer>().sharedMaterial;
        _Warp = 0.0f;
        _Speed = 1.0f;

        _PatheEditor = false;
        _Generator = new Generator();

        _Scores = GameObject.Find("Scores").GetComponent<Scores>();

        // Load HUD indicators
        _BulletSpeedUp = Sprite.Spawn(1);
        _BulletSpeedUp.AddFrame("FasterShot1.png");
        _BulletSpeedUp.AddFrame("FasterShot2.png");
        _BulletSpeedUp.AddFrame("FasterShot3.png");
        _BulletSpeedUp.AddFrame("FasterShot4.png");
        _BulletSpeedUp.AddFrame("FasterShot5.png");
        _BulletSpeedUp.AddFrame("FasterShot6.png");
        _BulletSpeedUp.AddFrame("FasterShot7.png");
        _BulletSpeedUp.AddFrame("FasterShot8.png");
        _BulletSpeedUp.AddFrame("FasterShot9.png");
        _BulletSpeedUp.AddFrame("FasterShot10.png");
        _BulletSpeedUp._X = -10.0f;
        _BulletSpeedUp._Z = 10.0f;
        _BulletSpeedUp._Height = 1.2f;
        _BulletSpeedUp._Width = 1.2f;
        _BulletSpeedUp._Animate = false;
        _BulletSpeedUp._Y = 0.1f;
        _BulletSpeedUp._Alive = false;
    }
开发者ID:Johangsl,项目名称:GameDevChronicles,代码行数:101,代码来源:Director.cs

示例8: LoadSprite

        public Sprite LoadSprite(XElement element)
        {
            int width = element.GetAttribute<int>("width");
            int height = element.GetAttribute<int>("height");

            Sprite sprite = new Sprite(width, height);

            sprite.Name = element.TryAttribute<string>("name");
            sprite.Part = element.TryAttribute<string>("part");
            sprite.PaletteName = element.TryAttribute<string>("palette");

            sprite.Reversed = element.TryAttribute<bool>("reversed");

            XElement hotspot = element.Element("Hotspot");
            if (hotspot != null)
            {
                int hx = hotspot.GetAttribute<int>("x");
                int hy = hotspot.GetAttribute<int>("y");
                sprite.HotSpot = new Point(hx, hy);
            }
            else
            {
                sprite.HotSpot = new Point(0, 0);
            }

            sprite.Layer = element.TryAttribute<int>("layer");

            XElement stylenode = element.Element("AnimStyle");
            if (stylenode != null)
            {
                string style = stylenode.Value;
                switch (style)
                {
                    case "Bounce": sprite.AnimStyle = AnimationStyle.Bounce; break;
                    case "PlayOnce": sprite.AnimStyle = AnimationStyle.PlayOnce; break;
                }
            }

            XElement directionNode = element.Element("AnimDirection");
            if (directionNode != null)
            {
                string direction = directionNode.Value;
                switch (direction)
                {
                    case "Forward": sprite.AnimDirection = AnimationDirection.Forward; break;
                    case "Backward": sprite.AnimDirection = AnimationDirection.Backward; break;
                }
            }

            foreach (XElement frame in element.Elements("Frame"))
            {
                int duration = frame.TryAttribute<int>("duration");
                int x = frame.GetAttribute<int>("x");
                int y = frame.GetAttribute<int>("y");
                sprite.AddFrame(x, y, duration);
            }

            if (sprite.Count == 0)
            {
                sprite.AddFrame(0, 0, 0);
            }

            return sprite;
        }
开发者ID:Tesserex,项目名称:C--MegaMan-Engine,代码行数:64,代码来源:SpriteXmlReader.cs

示例9: Start

    // Use this for initialization
    void Start()
    {
        _Transform = this.transform;

        _FireRepeatDelayReset = 0.25f;
        _FireRepeatDelay = 0.0f;

        // Setup the sprite
        _Sprite = Sprite.Spawn(1);
        _Sprite.AddFrame("PlayerF1.png");
        _Sprite.AddFrame("PlayerF2.png");
        _Sprite.AddFrame("PlayerF3.png");
        _Sprite._X = 0.0f;
        _Sprite._Y = 0.1f;
        _Sprite._Z = 0.0f;
        _Sprite._Width = 1.8f;
        _Sprite._Height = 1.8f;
        _Sprite._Animate = true;
        _Alive = false;

        _Radius = 0.75f;
        _XOffset = 0.0f;
        _ZOffset = 0.0f;
        _XPosition = 0.0f;
        _ZPosition = 0.0f;
        _X = 0.0f;
        _Z = 0.0f;

        _Pos = new Vector3(0.0f,0.0f,0.0f);

        _LowerX = Ground._Instance._HigherX;
        _LowerZ = Ground._Instance._HigherZ;
        _HigherX = Ground._Instance._LowerX;
        _HigherZ = Ground._Instance._LowerZ;

        Debug.Log("LX = " + _LowerX + " HX = " + _HigherX + " LZ = " + _LowerZ + " HZ = " + _HigherZ);

        _HalfWidth = 1.0f * 0.5f;
        _HalfHeight = (1.0f * 0.5f) * Director._Instance._Aspect;
    }
开发者ID:Johangsl,项目名称:GameDevChronicles,代码行数:41,代码来源:Player.cs

示例10: GetEmptySprite

        private static Sprite GetEmptySprite(int frames)
        {
            var sprite = new Sprite(1, 1);

            for (int i = 0; i < frames; i++)
            {
                sprite.AddFrame(0, 0, 1);
            }

            return sprite;
        }
开发者ID:laazer,项目名称:cs_megaman,代码行数:11,代码来源:SpriteTests.cs

示例11: UpdateAndRender

    public bool UpdateAndRender(float fTimeDelta)
    {
        if(_Sprite == null)
        {
            _Sprite = Sprite.Spawn(1);

            if(_Type == 0)
            {
                _Sprite.AddFrame("Bullet.png");
            }
            else if(_Type == 1)
            {
                _Sprite.AddFrame("BulletUp.png");

            }
            else
            {
                _Sprite.AddFrame("BulletDown.png");
            }

            _Sprite._Width = 1.0f;
            _Sprite._Height = 1.0f;

            _Sprite._AI = null;
            _Sprite._Bullet = this;
        }

        _X += _VX * _Speed * fTimeDelta;
        _Z += _VZ * _Speed * fTimeDelta;

        if(_Collide != null)
        {
            _Collide(this);

            if(!_Alive)
            {
                return false;
            }
        }

        if(_X > _MaxX)
        {
            return false;
        }

        if(_Z > 12.0f)
        {
            return false;
        }

        if(_Z < -12.0f)
        {
            return false;
        }

        _Sprite._X = _X;
        _Sprite._Y = 0.1f;
        _Sprite._Z = _Z;

        return true;
    }
开发者ID:Johangsl,项目名称:GameDevChronicles,代码行数:61,代码来源:Bullet.cs

示例12: Setup

    private void Setup()
    {
        _AddedToDelegates = false;
        _Pause = false;
        _Kill = false;
        _Time = Random.Range(0.0f,100.0f);
        _TimeToFire = 1.0f;

        switch(_Type)
        {
            case eAIType.AITYPE_ENEMY1:
                _Sprite = Sprite.Spawn(1);
                _Sprite.AddFrame("Enemy1F1.png");
                _Sprite.AddFrame("Enemy1F2.png");
                _Sprite.AddFrame("Enemy1F3.png");
                _Sprite.AddFrame("Enemy1F4.png");
                _Sprite.AddFrame("Enemy1F3.png");
                _Sprite.AddFrame("Enemy1F2.png");
                _Sprite._Width = 1.2f;
                _Sprite._Height = 1.2f;
                _Sprite._Animate = true;
                _Sprite._Y = 0.1f;
                _Radius = 0.5f;
                _Speed = 10.0f + Random.Range(0.0f,3.0f);
                _Value = 1;
                _AABBCollision = false;
                _HitPoints = 1;
                _Width = 0.5f * 0.5f;
                _Height = (0.5f * 0.5f) * Director._Instance._Aspect;
                _FrameAdvanceOnHit = false;
                _TimeToFire = Random.Range(2.0f,3.0f);
                AddToDelegates();
                break;

            case eAIType.AITYPE_BLOCK:
                _Sprite = Sprite.Spawn(1);

                switch(_Block)
                {
                    case 1:
                        _Sprite.AddFrame("Block1.png");
                        break;

                    case 2:
                        _Sprite.AddFrame("Block2.png");
                        break;

                    case 3:
                        _Sprite.AddFrame("Block3.png");
                        break;

                    case 4:
                        _Sprite.AddFrame("Block4.png");
                        break;

                    case 5:
                        _Sprite.AddFrame("Block5.png");
                        break;

                    case 6:
                        _Sprite.AddFrame("Block6.png");
                        break;

                    case 7:
                        _Sprite.AddFrame("Block7.png");
                        break;

                    case 8:
                        _Sprite.AddFrame("Block8.png");
                        break;

                }

                _Sprite._Width = 2.0f;
                _Sprite._Height = 2.0f;
                _Sprite._Animate = false;
                _Sprite._Y = 0.0f;
                _Radius = 0.8f;
                _Speed = 10.0f;
                _Value = 1;
                _AABBCollision = false;
                _HitPoints = 1;
                _Width = 0.5f * 0.5f;
                _Height = (0.5f * 0.5f) * Director._Instance._Aspect;
                _FrameAdvanceOnHit = false;
                _TimeToFire = Random.Range(2.0f,3.0f);
                AddToDelegates();
                break;

            case eAIType.AITYPE_RDEFENDER:
                _Sprite = Sprite.Spawn(1);
                _Sprite.AddFrame("RDefenderF1.png");
                _Sprite.AddFrame("RDefenderF2.png");
                _Sprite.AddFrame("RDefenderF3.png");
                _Sprite.AddFrame("RDefenderF4.png");
                _Sprite.AddFrame("RDefenderF5.png");
                _Sprite.AddFrame("RDefenderF6.png");
                _Sprite.AddFrame("RDefenderF7.png");
                _Sprite.AddFrame("RDefenderF8.png");
                _Sprite.AddFrame("RDefenderF9.png");
//.........这里部分代码省略.........
开发者ID:Johangsl,项目名称:GameDevChronicles,代码行数:101,代码来源:AI.cs

示例13: Update

    void Update()
    {
        if(_Sprite == null)
        {
            _Sprite = Sprite.Spawn(1);
            _Sprite._Width = _Width;
            _Sprite._Height = _Height;
            _Sprite._Animate = false;
            _Sprite.AddFrame(_UpImage);
            _Sprite.AddFrame(_DownImage);
            _Sprite.AddFrame(_OverImage);
            _Sprite.AddFrame(_LockUp);
            _Sprite.AddFrame(_LockDown);
            _Sprite._X = 10000.0f;
            _Sprite._Z = 10000.0f;
            _Sprite._Y = _Depth;

            if(_Locked)
            {
                _Sprite.SetFrame(2);
            }
        }

        switch(_Ease)
        {
            case eButtonEase.BUTTON_EASE_IN:

                _Time += _Speed * Time.deltaTime;

                if(_Time > 1.0f)
                {
                    _Time = 1.0f;
                    _C = _B;
                    _Ease = eButtonEase.BUTTON_EASE_NONE;

                    if(_Shake)
                    {
                        Director._Instance.ShakeCamera(_ShakeIntensity,_ShakeTime);
                    }
                }

                float fRealTime = 1.0f - _Time;
                _C = _B + (_A - _B) * (fRealTime * fRealTime);
                break;

            case eButtonEase.BUTTON_EASE_OUT:

                _Time -= _Speed  * Time.deltaTime;

                if(_Time < 0.0f)
                {
                    _Time = 0.0f;
                    _C = _A;
                    _Ease = eButtonEase.BUTTON_EASE_KILL;
                }

                _C = _A + (_B - _A) * (_Time * _Time);
                break;

            case eButtonEase.BUTTON_EASE_KILL:
                this.active = false;
                _Sprite._Alive = false;
                break;
        }

        this.transform.position = _C;
        _Sprite._X = _C.x;
        _Sprite._Z = _C.z;

        if(Input.GetMouseButtonDown(0))
        {
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;

           		if(Physics.Raycast(ray, out hit, 100))
            {
                if(hit.transform.gameObject.name == this.name)
                {
                    _IsButtonDown = true;

                    if(_Locked)
                    {
                        _Sprite.SetFrame(3);
                    }
                    else
                    {
                        _Sprite.SetFrame(1);
                    }
                }
            }
        }

        if(Input.GetMouseButtonUp(0))
        {
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;

           		if(Physics.Raycast(ray, out hit, 100))
            {
                if(hit.transform.gameObject.name == this.name)
//.........这里部分代码省略.........
开发者ID:Johangsl,项目名称:GameDevChronicles,代码行数:101,代码来源:Button.cs


注:本文中的Sprite.AddFrame方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。