diff --git a/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs b/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs index 5f6a54aff..d7115963d 100644 --- a/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs +++ b/Assets/Prototype/佩佩/Scripts/EyeTransitionManager.cs @@ -311,7 +311,7 @@ public void SetViewAvailability(string viewStateName, bool isAvailable) // 开始视图过渡 isTransitioning = true; - + Tween rotateTween = null; if (targetViewState == ViewState.MainView) { Debug.Log("into mainview"); @@ -340,8 +340,9 @@ public void SetViewAvailability(string viewStateName, bool isAvailable) if(projector.localPosition.y<=0) { + zoomOutSequence.Append(faceTransform.DOLocalMove(new UnityEngine.Vector2(0,0f), zoomDuration).SetEase(Ease.OutCubic)); + zoomOutSequence.Join(projector.DOLocalMove(new UnityEngine.Vector2(0,0f), zoomDuration).SetEase(Ease.OutCubic)); zoomOutSequence.Append(projector.DOLocalMove(new UnityEngine.Vector2(0,3.5f), zoomDuration).SetEase(Ease.OutCubic)); - zoomOutSequence.Join(faceTransform.DOLocalMove(new UnityEngine.Vector2(0,0f), zoomDuration).SetEase(Ease.OutCubic)); } @@ -364,6 +365,15 @@ public void SetViewAvailability(string viewStateName, bool isAvailable) if (targetViewState == ViewState.MemoryView) { FadeTiming*=2; + + zoomInSequence.Append(projector.DOLocalMove(new UnityEngine.Vector2(0,0f), zoomDuration).SetEase(Ease.OutCubic)); + //zoomInSequence.Insert(zoomDuration, rotateTween); + // rotateTween = projector.GetChild(0).transform.DOLocalRotate(new UnityEngine.Vector3(0, 0, 360), 2f, RotateMode.FastBeyond360) + // .SetEase(Ease.Linear) + // .SetLoops(-1, LoopType.Restart); // 无限循环旋转 + + // 添加其他动画到序列中,并在旋转2秒后开始 + //zoomInSequence.AppendInterval(zoomDuration/4); // 等待2秒 zoomInSequence.Append(projector.DOLocalMove(new UnityEngine.Vector2(0,-3f), zoomDuration).SetEase(Ease.OutCubic)); zoomInSequence.Join(faceTransform.DOLocalMove(new UnityEngine.Vector2(0,-3f), zoomDuration).SetEase(Ease.OutCubic)); } @@ -371,11 +381,17 @@ public void SetViewAvailability(string viewStateName, bool isAvailable) zoomInSequence.Join( Camera.main.transform.DOMove(new UnityEngine.Vector3(targetConfig.cameraPos.x,targetConfig.cameraPos.y,-10), zoomDuration).SetEase(Ease.OutCubic)); // 在 Zoom 到一半时开始黑屏过渡 - 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