int effect, gridWidth, num, currentGridWidth,
gridHeight, currentGridHeight, deltaWidth,
deltaHeight, row, col, sx, sy, sw, sh;
int scnWidth = MY_SCREEN_WIDTH;
int scnWidth_Half = MY_SCREEN_WIDTH / 2;
int scnHeight = MY_SCREEN_HEIGHT;
int scnHeight_Half = MY_SCREEN_HEIGHT / 2;
/**
* 初始化
*/
private void initEffect() {
//subSelected = 0;
// effect = getRandom(0, 20);
effect = Math.abs(random.nextInt()) % 21;
// System.out.println("Effect::" + effect);
// effect = 19 + (ran.nextInt() >>> 1) % 2;
// effect = 2;
switch (effect) {
default:
break;
case 0: {
// 水平单一百叶窗效果
gridWidth = scnWidth >> 2; // 每一条
num = 4;
currentGridWidth = 0;
gridHeight = 0;
currentGridHeight = 0;
if (scnWidth == 176) {
//deltaWidth = 8;
deltaWidth = 8;
} else if (scnWidth == 128) {
deltaWidth = 2;
} else {
deltaWidth = 3;
}
}
break;
case 1: {
// 竖直单一百叶窗效果
gridHeight = scnHeight >> 2;
num = 4;
currentGridHeight = 0;
currentGridWidth = 0;
gridWidth = 0;
if (scnWidth == 176) {
deltaHeight = 8;
} else if (scnWidth == 128) {
deltaHeight = 2;
} else {
deltaHeight = 3;
}
}
break;
case 2: {
// 纵横百叶窗效果
gridWidth = scnWidth >> 1;
gridHeight = scnHeight >> 1;
currentGridWidth = 0;
currentGridHeight = 0;
num = 2;
if (scnWidth == 176) {
deltaWidth = 11;
deltaHeight = 13;
} else if (scnWidth == 128) {
deltaWidth = 4;
deltaHeight = 4;
} else {
deltaWidth = 8;
deltaHeight = 9;
}
}
break;
[您有足够的威望或权限浏览此文章, 以下是加密内容:]
case 3:
case 4: {
// 内聚/外散效果
gridWidth = scnWidth >> 1;
gridHeight = scnHeight >> 1;
currentGridWidth = 0;
currentGridHeight = 0;
// num = 4;
if (scnWidth == 176) {
deltaWidth = 9;
deltaHeight = 11;
} else if (scnWidth == 128) {
deltaWidth = 4;
deltaHeight = 4;
} else {
deltaWidth = 9;
deltaHeight = 11;
}
}
break;
case 5:
case 6: {
// 从左/右抽出
currentGridWidth = 0;
gridWidth = scnWidth;
// col = 1;
if (scnWidth == 176) {
deltaWidth = 16;
} else if (scnWidth == 128) {
deltaWidth = 16;
} else {
deltaWidth = 16;
}
}
break;
case 7:
case 8: {
// 从上/下抽出
currentGridHeight = 0;
gridHeight = scnHeight;
// row = 1;
deltaHeight = 16;
}
break;
case 9: // 从上下往中央
case 10: {
// 中央往上下
currentGridHeight = 0;
gridHeight = scnHeight_Half;
deltaHeight = 8;
}
break;
case 11: // 左右往中央
case 12: {
// 中央往左右
currentGridWidth = 0;
gridWidth = scnWidth_Half;
deltaWidth = 8;
}
break;
case 13: // 加号往外
case 14: {
// 加号往内
currentGridHeight = currentGridWidth = 0;
gridWidth = scnWidth_Half;
gridHeight = scnHeight_Half;
if (scnWidth == 176) {
deltaWidth = 11;
deltaHeight = 13;
} else if (scnWidth == 128) {
deltaWidth = deltaHeight = 8;
} else {
deltaWidth = 11;
deltaHeight = 13;
}
}
break;
case 15: {
// 从右上抽入
}
case 16: {
// 从左上抽入
}
case 17: {
// 从右下抽入
}
case 18: {
// 从左下抽入
currentGridHeight = currentGridWidth = 0;
gridWidth = scnWidth;
gridHeight = scnHeight;
if (scnWidth == 176) {
deltaWidth = 11;
deltaHeight = 13;
} else if (scnWidth == 128) {
deltaWidth = deltaHeight = 8;
} else {
deltaWidth = 11;
deltaHeight = 13;
}
}
break;
case 19: {
// 水平梳理
currentGridWidth = 0;
gridWidth = scnWidth;
gridHeight = scnHeight >> 2;
row = 4;
if (scnWidth == 176) {
deltaWidth = 22;
} else if (scnWidth == 128) {
deltaWidth = 8;
} else {
deltaWidth = 8;
}
}
break;
case 20: {
// 垂直梳理
currentGridHeight = 0;
gridHeight = scnHeight;
gridWidth = scnWidth >> 2;
col = 4;
if (scnWidth == 176) {
deltaHeight = 26;
} else if (scnWidth == 128) {
deltaHeight = 8;
} else {
deltaHeight = 8;
}
}
break;
}
// 这里保证在过场动画显示过程中不会受到玩家按键的影响
//cleanKeyStates(13);
// gg.setClip(0, 0, scnWidth, scnHeight);
}
private void doPaintInterludeEffect() {
switch (gameStates) {
case -1:
break;
case 0:
paintLogo();
break;
case 1:
paintLoading();
break;
case 2:
paintMainMenu();
break;
case 3:
paintHelp();
break;
case 4:
paintAbout();
break;
case 5:
paintIntroduction();
break;
case 6:
paintGuide();
break;
case 7:
paintControl();
break;
case 8:
paintCustom();
break;
case 9:
paintStaff();
break;
case 10:
paintOption();
break;
case 11:
paintMain();
break;
/*********************** 玩家更新 ***********************/
case GS_P_NAV: // 玩家选择单位
paintGS_P_NAV();
break;
case GS_SYS_MENU: // 选择了空地,出现系统菜单
paintGS_SYS_MENU();
break;
case GS_P_SLT_MOV: // 玩家选择移动目标
paintGS_P_SLT_MOV();
break;
case GS_P_MOVING: // 玩家单位移动中
paintGS_P_MOVING();
break;
case GS_P_CONFIRM_MOV: // 玩家确定移动菜单
paintGS_P_CONFIRM_MOV();
break;
case GS_P_SLT_TARGET: // 玩家选择攻击目标
paintGS_P_SLT_TARGET();
break;
/********************** 敌人更新 *********************/
case GS_E_NAV: // 敌人选择单位
paintGS_E_NAV();
break;
case GS_E_MOVING: // 敌人移动
paintGS_E_MOVING();
break;
/********************** 公有更新 *********************/
case GS_FIGHTING: // 战斗
paintGS_FIGHTING();
break;
case GS_VIEW_UNIT_INFO: // 查看单位信息
paintGS_VIEW_UNIT_INFO();
break;
/********************** 事件相关更新 *******************/
case GS_TALK: // 对话
paintGS_TALK();
break;
case GS_MOV: // 控制单位移动
paintGS_MOV();
break;
case GS_FLASH_CELL: // 地块闪动
paintGS_FLASH_CELL();
break;
}
}
/**
* 画各种菜单/场景切换动画
*
* @author 薛永
*
*
*/
private void interludeEffect() {
gg.setClip(0, 0, scnWidth, scnHeight);
switch (effect) {
default:
break;
case -1: {
// 特效完毕
sx = 0;
sy = 0;
sw = scnWidth;
sh = scnHeight;
switch (gameStates) {
case -1:
break;
case 0:
paintLogo();
break;
case 1:
paintLoading();
break;
case 2:
paintMainMenu();
break;
case 3:
paintHelp();
break;
case 4:
paintAbout();
break;
case 5:
paintIntroduction();
break;
case 6:
paintGuide();
break;
case 7:
paintControl();
break;
case 8:
paintCustom();
break;
case 9:
paintStaff();
break;
case 10:
paintOption();
break;
case 11:
paintMain();
break;
/*********************** 玩家更新 ***********************/
case GS_P_NAV: // 玩家选择单位
paintGS_P_NAV();
break;
case GS_SYS_MENU: // 选择了空地,出现系统菜单
paintGS_SYS_MENU();
break;
case GS_P_SLT_MOV: // 玩家选择移动目标
paintGS_P_SLT_MOV();
break;
case GS_P_MOVING: // 玩家单位移动中
paintGS_P_MOVING();
break;
case GS_P_CONFIRM_MOV: // 玩家确定移动菜单
paintGS_P_CONFIRM_MOV();
break;
case GS_P_SLT_TARGET: // 玩家选择攻击目标
paintGS_P_SLT_TARGET();
break;
/********************** 敌人更新 *********************/
case GS_E_NAV: // 敌人选择单位
paintGS_E_NAV();
break;
case GS_E_MOVING: // 敌人移动
paintGS_E_MOVING();
break;
/********************** 公有更新 *********************/
case GS_FIGHTING: // 战斗
paintGS_FIGHTING();
break;
case GS_VIEW_UNIT_INFO: // 查看单位信息
paintGS_VIEW_UNIT_INFO();
break;
/********************** 事件相关更新 *******************/
case GS_TALK: // 对话
paintGS_TALK();
break;
case GS_MOV: // 控制单位移动
paintGS_MOV();
break;
case GS_FLASH_CELL: // 地块闪动
paintGS_FLASH_CELL();
break;
}
}
break;
case 1: {
// 水平百叶窗
if (currentGridHeight < gridHeight) {
currentGridHeight += (deltaHeight++);
for (int i = num; --i >= 0; ) {
// gg.setColor(color);
// gg.fillRect(0, i * gridLen, scnWidth, currentGridLen);
sx = 0;
sy = i * gridHeight;
sw = scnWidth;
sh = currentGridHeight;
gg.setClip(0, i * gridHeight, scnWidth, currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
}
} else {
effect = -1;
}
}
break;
case 0: {
// 垂直百叶窗
if (currentGridWidth < gridWidth) {
currentGridWidth += (deltaWidth++);
for (int i = num; --i >= 0; ) {
// gg.setColor(color);
sx = i * gridWidth;
sy = 0;
sw = currentGridWidth;
sh = scnHeight;
gg.setClip(i * gridWidth, 0, currentGridWidth, scnHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
}
} else {
effect = -1;
}
}
break;
case 2: {
// 水平纵横交错百叶窗
if (currentGridHeight < gridHeight) {
// S60:: 176 * 208
currentGridHeight += (deltaHeight++);
currentGridWidth += (deltaWidth++);
// S40:: 128 * 128
// currentGridHeight += 4;
// currentGridWidth += 4;
for (int i = num; --i >= 0; ) {
for (int j = num; --j >= 0; ) {
sx = j * gridWidth;
sy = i * gridHeight;
sw = currentGridWidth;
sh = currentGridHeight;
gg.setClip(j * gridWidth, i * gridHeight,
currentGridWidth, currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
}
}
} else {
effect = -1;
}
}
break;
case 3: {
// 内聚效果
if (currentGridHeight < gridHeight) {
// S60:: 176 * 208
currentGridHeight += (deltaHeight++);
currentGridWidth += (deltaWidth++);
// S40::128 * 128
// currentGridHeight += 4;
// currentGridWidth += 4;
sx = scnWidth_Half - currentGridWidth;
sy = scnHeight_Half - currentGridHeight;
sw = currentGridWidth << 1;
sh = currentGridHeight << 1;
gg.setClip(scnWidth_Half - currentGridWidth, scnHeight_Half
- currentGridHeight, currentGridWidth << 1,
currentGridHeight << 1);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
// for (int i = num; --i >= 0;) {
// for (int j = num; --j >= 0;) {
// gg.setClip(scnWidth_Half - currentGridWidth,
// scnHeight_Half - currentGridHeight,
// currentGridWidth << 1, currentGridHeight << 1);
// doPaintCreatePlayer();
// gg.setClip(0, 0, scnWidth, scnHeight);
// }
// }
} else {
effect = -1;
}
}
break;
case 4: {
// 外散效果
if (currentGridHeight < gridHeight) {
// S60::176 * 208
currentGridHeight += (deltaHeight++);
currentGridWidth += (deltaWidth++);
// S40::128 * 128
// currentGridHeight += 4;
// currentGridWidth += 4;
sx = 0;
sy = 0;
sw = scnWidth;
sh = currentGridHeight;
gg.setClip(0, 0, scnWidth, currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
sx = 0;
sy = scnHeight - currentGridHeight;
sw = scnWidth;
sh = currentGridHeight;
gg.setClip(0, scnHeight - currentGridHeight, scnWidth,
currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
sx = 0;
sy = currentGridHeight;
sw = currentGridWidth;
sh = (scnHeight_Half - currentGridHeight) << 1;
gg.setClip(0, currentGridHeight, currentGridWidth,
(scnHeight_Half - currentGridHeight) << 1);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
sx = scnWidth - currentGridWidth;
sy = currentGridHeight;
sw = currentGridWidth;
sh = (scnHeight_Half - currentGridHeight) << 1;
gg.setClip(scnWidth - currentGridWidth, currentGridHeight,
currentGridWidth,
(scnHeight_Half - currentGridHeight) << 1);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 5: {
// 从左抽出
if (currentGridWidth < gridWidth) {
currentGridWidth += (deltaWidth++);
sx = 0;
sy = 0;
sw = currentGridWidth;
sh = scnHeight;
gg.setClip(0, 0, currentGridWidth, scnHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 6: {
// 从右抽出
if (currentGridWidth < gridWidth) {
currentGridWidth += (deltaWidth++);
sx = scnWidth - currentGridWidth;
sy = 0;
sw = currentGridWidth;
sh = scnHeight;
gg.setClip(scnWidth - currentGridWidth, 0, currentGridWidth,
scnHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 7: {
// 从上抽出
if (currentGridHeight < gridHeight) {
currentGridHeight += (deltaHeight++);
sx = 0;
sy = 0;
sw = scnWidth;
sh = currentGridHeight;
gg.setClip(0, 0, scnWidth, currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 8: {
// 从下抽出
if (currentGridHeight < gridHeight) {
currentGridHeight += (deltaHeight++);
sx = 0;
sy = scnHeight - currentGridHeight;
sw = scnWidth;
sh = currentGridHeight;
gg.setClip(0, scnHeight - currentGridHeight, scnWidth,
currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 9: {
// 上下往中央
if (currentGridHeight < gridHeight) {
currentGridHeight += (deltaHeight++);
sx = 0;
sy = 0;
sw = scnWidth;
sh = currentGridHeight;
gg.setClip(0, 0, scnWidth, currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
sx = 0;
sy = scnHeight - currentGridHeight;
sw = scnWidth;
sh = currentGridHeight;
gg.setClip(0, scnHeight - currentGridHeight, scnWidth,
currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 10: {
// 中央往上下
if (currentGridHeight < gridHeight) {
currentGridHeight += (deltaHeight++);
sx = 0;
sy = gridHeight - currentGridHeight;
sw = scnWidth;
sh = currentGridHeight << 1;
gg.setClip(0, gridHeight - currentGridHeight, scnWidth,
currentGridHeight << 1);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 11: {
// 左右往中央
if (currentGridWidth < gridWidth) {
currentGridWidth += (deltaWidth++);
sx = 0;
sy = 0;
sw = currentGridWidth;
sh = scnHeight;
gg.setClip(0, 0, currentGridWidth, scnHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
sx = scnWidth - currentGridWidth;
sy = 0;
sw = currentGridWidth;
sh = scnHeight;
gg.setClip(scnWidth - currentGridWidth, 0, currentGridWidth,
scnHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 12: {
// 中央往左右
if (currentGridWidth < gridWidth) {
currentGridWidth += (deltaWidth++);
sx = gridWidth - currentGridWidth;
sy = 0;
sw = currentGridWidth << 1;
sh = scnHeight;
gg.setClip(gridWidth - currentGridWidth, 0,
currentGridWidth << 1, scnHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 13: {
// 加号向外
if (currentGridHeight < gridHeight) {
currentGridHeight += (deltaHeight++);
currentGridWidth += (deltaWidth++);
sx = 0;
sy = gridHeight - currentGridHeight;
sw = scnWidth;
sh = currentGridHeight << 1;
gg.setClip(0, gridHeight - currentGridHeight, scnWidth,
currentGridHeight << 1);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
sx = gridWidth - currentGridWidth;
sy = 0;
sw = currentGridWidth << 1;
sh = gridHeight - currentGridHeight;
gg.setClip(gridWidth - currentGridWidth, 0,
currentGridWidth << 1, gridHeight - currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
sx = gridWidth - currentGridWidth;
sy = gridHeight + currentGridHeight;
sw = currentGridWidth << 1;
sh = gridHeight - currentGridHeight;
gg.setClip(gridWidth - currentGridWidth, gridHeight
+ currentGridHeight, currentGridWidth << 1, gridHeight
- currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 14: {
// 加号向内
if (currentGridWidth < gridWidth) {
currentGridHeight += (deltaHeight++);
currentGridWidth += (deltaWidth++);
int _width = currentGridWidth;
int _height = currentGridHeight;
sx = 0;
sy = 0;
sw = _width;
sh = _height;
gg.setClip(0, 0, _width, _height);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
sx = 0;
sy = scnHeight - currentGridHeight;
sw = _width;
sh = _height;
gg.setClip(0, scnHeight - currentGridHeight, _width, _height);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
sx = scnWidth - currentGridWidth;
sy = 0;
sw = _width;
sh = _height;
gg.setClip(scnWidth - currentGridWidth, 0, _width, _height);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnWidth);
sx = scnWidth - currentGridWidth;
sy = scnHeight - currentGridHeight;
sw = _width;
sh = _height;
gg.setClip(scnWidth - currentGridWidth, scnHeight
- currentGridHeight, _width, _height);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 15: {
// 向右上抽入
if (currentGridHeight < gridHeight) {
currentGridHeight += (deltaHeight++);
currentGridWidth += (deltaWidth++);
sx = 0;
sy = scnHeight - currentGridHeight;
sw = currentGridWidth;
sh = currentGridHeight;
gg.setClip(0, scnHeight - currentGridHeight, currentGridWidth,
currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 16: {
// 向左上抽入
if (currentGridHeight < gridHeight) {
currentGridHeight += (deltaHeight++);
currentGridWidth += (deltaWidth++);
sx = gridWidth - currentGridWidth;
sy = gridHeight - currentGridHeight;
sw = currentGridWidth;
sh = currentGridHeight;
gg.setClip(gridWidth - currentGridWidth, gridHeight
- currentGridHeight, currentGridWidth,
currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 17: {
// 向右下抽入
if (currentGridHeight < gridHeight) {
currentGridHeight += (deltaHeight++);
currentGridWidth += (deltaWidth++);
sx = 0;
sy = 0;
sw = currentGridWidth;
sh = currentGridHeight;
gg.setClip(0, 0, currentGridWidth, currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 18: {
// 向左下抽入
if (currentGridHeight < gridHeight) {
currentGridHeight += (deltaHeight++);
currentGridWidth += (deltaWidth++);
sx = scnWidth - currentGridWidth;
sy = 0;
sw = currentGridWidth;
sh = currentGridHeight;
gg.setClip(scnWidth - currentGridWidth, 0, currentGridWidth,
currentGridHeight);
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
} else {
effect = -1;
}
}
break;
case 19: {
// 水平梳理
if (currentGridWidth < gridWidth) {
currentGridWidth += (deltaWidth++);
for (int i = row; --i >= 0; ) {
if ((i & 1) == 0) {
sx = 0;
sy = (i) * gridHeight;
sw = currentGridWidth;
sh = gridHeight;
gg.setClip(0, (i) * gridHeight, currentGridWidth,
gridHeight);
} else {
sx = scnWidth - currentGridWidth;
sy = (i) * gridHeight;
sw = currentGridWidth;
sh = gridHeight;
gg.setClip(scnWidth - currentGridWidth, (i)
* gridHeight, currentGridWidth, gridHeight);
}
doPaintInterludeEffect();
gg.setClip(0, 0, scnWidth, scnHeight);
}
} else {
effect = -1;
}
}
break;
case 20: {
// 垂直梳理
if (currentGridHeight < gridHeight) {
currentGridHeight += (deltaHeight++);
for (</pr
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我博客中提到的那个过场动画,我把它完善了亿下,打成jar包,顺便加了javadoc,有人喜欢想要来一个吗?博客链接:https://blog.csdn.net/bdu_zhangAo/article/details/104908556
navigation controller的过场动画为翻书的方式。整个应用模拟一个笔记本的方式,navigation controller push、pop时的效果为翻书的动画。
UE4官方文档整理而来,该文档为chm格式,含有三级目录结构
利用TimeLine和Cinemachine实现过场动画的效果
Navigation tabbarContrller 的过场动画 ,动画已封装
游戏中多个场景,好的过场效果会让各个场景衔接更加自然,游戏体验效果更加好。 Demo使用说明:1、下载demo,导入Unity;2、把场景依次添加到“Build Setting”;3、运行Scene0,按下“L”键,切换场景
可以用在程序加载时候的过场界面,很漂亮的一个动画,可以更改图片资源,用在自己的应用中。gb编码,适合各个层次程序猿使用和参考
过场动画,4秒跳转,通过百度sdk,定位用户所在城市,并在跳转后的activity中弹出一个提示,您当前所在的城市是"XXX".本文档提供的是你在使用百度定位sdk时的一些注意点,即一个很容易忽略的错误,相信对大家会有所...
在软件启动前实现淡入淡出的sharp screen效果
厌烦了然后出现一片空白的等待页面?本款插件能够为您带来震撼的html5页面过渡切换效果,各种各样的效果几十种,使用css3 animation属性和html5技术打造而成。
一般会出现这种情况是因为游戏文档中负责动画过场的文件受到了损伤。一般不可修复,不过,如果你玩的是空之轨迹的话,去下一个改之理去修改恢复文档就可以,如果是其他游戏的话,也有可以进行修改的修改器,你可以去...
安卓Android源码——动画效果 translate、scale、alpha、rotate 切换Activity动画 控件位置调整.zip
请参阅擦洗你的在游戏中的过场动画,或在编辑。 易于使用 - 复杂的过场动画,而无需编写一行代码。 无需外部资源 - 一切都被很好的遏制,我们不依赖任何外uSequencer。 扩展 - 添加新的事件和自定义的外观和...
冰火围城中的过场代码,包括shader,材质,图片和mesh
SkitterSlideshow是一款效果非常炫酷的jQuery幻灯片插件。该幻灯片插件支持38种不同的幻灯片过渡动画效果,以及两种不同类型的导航按钮,并且它提供了大量的配置参数用于控制幻灯片的显示。