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- using System;
- using System.Collections;
- using UnityEngine;
- public class ChallengeResult : Result_Display
- {
- private void Awake()
- {
- this.m_RankUIPanel = this.m_RankUI.GetComponent<UIPanel>();
- this.m_RankUIPanel.alpha = 0f;
- this.m_RankValueEnd = this.m_RankUI.localPosition;
- this.m_RankUI.localPosition += Vector3.down * this.m_RankUIPosDawn;
- this.m_RankValueStart = this.m_RankUI.localPosition;
- base.Initialize();
- base.StartCoroutine(this.UISlideIn());
- }
- protected override void Update()
- {
- base.Update();
- }
- protected override void UIInit(Transform child)
- {
- UISprite component = child.GetComponent<UISprite>();
- Vector3 localPosition = child.localPosition;
- localPosition.x = UI_ScreenFitBase.PointToScreenPos(Vector3.right * (float)UICamera.ScreenWidth).x;
- if (component)
- {
- localPosition.x += (float)(component.width / 2);
- }
- this.m_GroupEnd.Add(child.localPosition);
- this.m_GroupStart.Add(localPosition);
- child.localPosition = localPosition;
- }
- private IEnumerator UISlideIn()
- {
- float timer = 0f;
- int count = 0;
- GameMain.Instance.SoundMgr.PlaySe(this.m_SlideSEName, false);
- for (;;)
- {
- timer += base.m_MydeltaTime;
- this.m_ResultGroup.GetChild(count).localPosition = Vector3.Lerp(this.m_GroupStart[count], this.m_GroupEnd[count], base.SinRate01(timer, this.m_UISlide));
- if (timer > this.m_UISlide)
- {
- count++;
- timer = 0f;
- if (count == this.m_ResultGroup.childCount)
- {
- break;
- }
- yield return new WaitForSeconds(this.m_UISlideRug / (float)this.m_TimeSpeed);
- GameMain.Instance.SoundMgr.PlaySe(this.m_SlideSEName, false);
- }
- yield return null;
- }
- yield return new WaitForSeconds(this.m_RankWait / (float)this.m_TimeSpeed);
- base.StartCoroutine(this.RankFadeIn());
- yield break;
- yield break;
- }
- private IEnumerator RankFadeIn()
- {
- float timer = 0f;
- for (;;)
- {
- timer += base.m_MydeltaTime;
- this.m_RankUIPanel.alpha = base.SinRate01(timer, this.m_RankFade);
- this.m_RankUI.localPosition = Vector3.Lerp(this.m_RankValueStart, this.m_RankValueEnd, base.SinRate01(timer, this.m_RankFade));
- if (timer > this.m_RankFade)
- {
- break;
- }
- yield return null;
- }
- this.m_ButtonUI.SetActive(true);
- yield break;
- yield break;
- }
- [SerializeField]
- [Header("UIのスライド時間")]
- private float m_UISlide = 0.15f;
- [SerializeField]
- [Header("UI表示終了後の待機時間")]
- private float m_UISlideRug = 0.0625f;
- [SerializeField]
- [Header("評定表示UIのフェードイン時間")]
- private float m_RankFade = 0.5f;
- [SerializeField]
- [Header("評定表示UIの表示開始までの待機時間")]
- private float m_RankWait = 0.25f;
- [SerializeField]
- private float m_RankUIPosDawn = 1f;
- [SerializeField]
- [Header("評定表示UI")]
- private Transform m_RankUI;
- private UIPanel m_RankUIPanel;
- private Vector3 m_RankValueStart;
- private Vector3 m_RankValueEnd;
- }
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