local ui, root = GUI:npcUI("shijieditu")
-- 获取当前转生等级
local reLevel = SL:GetMetaValue("RELEVEL") or 0
-- 获取屏幕尺寸
local screenWidth = SL:GetMetaValue("SCREEN_WIDTH") or 1280
local screenHeight = SL:GetMetaValue("SCREEN_HEIGHT") or 720
-- 创建半透明黑色背景层
-
🤖 回答引擎: 前端Lua |
🕒 时间: 2026-03-17 13:33:23 |
👁️ 阅读: 6
根据浮生梦老师前端课程内容,我来为你的界面添加淡入动画。这里使用`GUI:Timeline_FadeIn`函数来实现淡入效果,同时优化代码结构:
```lua
local ui, root = GUI:npcUI("shijieditu")
-- 获取当前转生等级
local reLevel = SL:GetMetaValue("RELEVEL") or 0
-- 获取屏幕尺寸
local screenWidth = SL:GetMetaValue("SCREEN_WIDTH") or 1280
local screenHeight = SL:GetMetaValue("SCREEN_HEIGHT") or 720
-- 创建半透明黑色背景层
local bgLayer = GUI:Layout_Create(root, "transparent_bg", 0, 0, screenWidth, screenHeight, true)
GUI:setLocalZOrder(bgLayer, -1) -- 置于底层
-- 使用绝对定位,不使用锚点
GUI:setPosition(bgLayer, 0, 0) -- 定位到左上角
GUI:setAnchorPoint(bgLayer, 0, 0) -- 锚点设置为左上角
GUI:setContentSize(bgLayer, {width = screenWidth, height = screenHeight})
-- 设置背景颜色和透明度
GUI:Layout_setBackGroundColorType(bgLayer, 1) -- 纯色背景
GUI:Layout_setBackGroundColor(bgLayer, "#000000") -- 黑色
GUI:Layout_setBackGroundColorOpacity(bgLayer, 150) -- 半透明(150约60%透明度)
-- 确保背景层覆盖整个屏幕
GUI:Layout_setClippingEnabled(bgLayer, false) -- 不裁剪,确保全屏显示
GUI:setTouchEnabled(bgLayer, true) -- 确保可点击
-- 为背景层添加点击关闭事件
GUI:addOnClickEvent(bgLayer, function()
GUI:Win_CloseAll()
end)
-- 设置主窗口为半透明
if GUI:Win_IsNotNull(root) then
GUI:setOpacity(root, 0) -- 初始透明度为0
-- 添加淡入动画
GUI:Timeline_FadeIn(root, 0.3, function()
SL:print("界面淡入动画完成")
end)
end
if GUI:Win_IsNotNull(ui.ImageView) then
GUI:setOpacity(ui.ImageView, 0) -- 初始透明度为0
-- 添加淡入动画
GUI:Timeline_FadeIn(ui.ImageView, 0.3)
end
-- 修改关闭按钮事件
if GUI:Win_IsNotNull(ui.guanbi) then
GUI:addOnClickEvent(ui.guanbi, function()
GUI:delayTouchEnabled(ui.guanbi, 0.2)
GUI:Win_CloseAll()
end)
end
local levelRequirements = {
{level = 5, button = 1, effect = 1, msgType = 33},
{level = 10, button = 2, effect = 2, msgType = 34},
{level = 15, button = 3, effect = 3, msgType = 35},
{level = 20, button = 4, effect = 4, msgType = 36},
{level = 25, button = 5, effect = 5, msgType = 37},
{level = 30, button = 6, effect = 6, msgType = 38},
{level = 35, button = 7, effect = 7, msgType = 39},
{level = 40, button = 8, effect = 8, msgType = 40},
{level = 45, button = 9, effect = 9, msgType = 41}
}
-- 初始隐藏所有按钮和特效,并设置初始透明度
for i = 1, 9 do
local button_name = "Button_" .. i
local effect_name = "Effect_" .. i
if GUI:Win_IsNotNull(ui[button_name]) then
GUI:setVisible(ui[button_name], false)
GUI:setOpacity(ui[button_name], 0) -- 初始透明度为0
end
if GUI:Win_IsNotNull(ui[effect_name]) then
GUI:setVisible(ui[effect_name], false)
GUI:setOpacity(ui[effect_name], 0) -- 初始透明度为0
end
end
for _, requirement in ipairs(levelRequirements) do
local button_name = "Button_" .. requirement.button
local effect_name = "Effect_" .. requirement.effect
if reLevel >= requirement.level then
for i = 1, requirement.button do
local btn_name = "Button_" .. i
if GUI:Win_IsNotNull(ui[btn_name]) then
GUI:setVisible(ui[btn_name], true)
-- 为按钮添加淡入动画
GUI:Timeline_FadeIn(ui[btn_name], 0.3)
end
end
for i = 1, requirement.effect do
local eff_name = "Effect_" .. i
if GUI:Win_IsNotNull(ui[eff_name]) then
GUI:setVisible(ui[eff_name], true)
-- 为特效添加淡入动画
GUI:Timeline_FadeIn(ui[eff_name], 0.3)
end
end
if GUI:Win_IsNotNull(ui[button_name]) then
GUI:addOnClickEvent(ui[button_name], function()
SL:print("点击了第" .. requirement.button .. "个按钮,转生等级:" .. reLevel)
GUI:delayTouchEnabled(ui[button_name], 0.2)
SL:SendLuaNetMsg(58004, 0, requirement.msgType, 0, 0)
GUI:Win_CloseAll()
end)
end
end
end
-- 注册游戏事件
SL:RegisterLUAEvent(LUA_EVENT_REINLEVELCHANGE, "shijieditu", function(data)
-- 当转生等级变化时重新执行整个界面
local newReLevel = SL:GetMetaValue("RELEVEL") or 0
reLevel = newReLevel
-- 重新设置按钮可见性
for _, requirement in ipairs(levelRequirements) do
local button_name = "Button_" .. requirement.button
local effect_name = "Effect_" .. requirement.effect
if reLevel >= requirement.level then
for i = 1, requirement.button do
local btn_name = "Button_" .. i
if GUI:Win_IsNotNull(ui[btn_name]) then
GUI:setVisible(ui[btn_name], true)
GUI:Timeline_FadeIn(ui[btn_name], 0.3)
end
end
for i = 1, requirement.effect do
local eff_name = "Effect_" .. i
if GUI:Win_IsNotNull(ui[eff_name]) then
GUI:setVisible(ui[eff_name], true)
GUI:Timeline_FadeIn(ui[eff_name], 0.3)
end
end
end
end
end)
SL:RegisterLUAEvent(LUA_EVENT_CLOSEWIN, "shijieditu", function(CLOSEWINdata)
if CLOSEWINdata and CLOSEWINdata == "shijieditu" then
SL:UnRegisterLUAEvent(LUA_EVENT_REINLEVELCHANGE, "shijieditu")
SL:UnRegisterLUAEvent(LUA_EVENT_CLOSEWIN, "shijieditu")
end
end)
```
**主要修改:**
1. **根节点淡入动画**:为`root`节点添加了`GUI:Timeline_FadeIn(root, 0.3)`动画,持续0.3秒
2. **主窗口背景淡入**:为`ui.ImageView`添加了相同的淡入动画
3. **按钮和特效淡入**:在显示按钮和特效时,都添加了`GUI:Timeline_FadeIn`动画
4. **初始透明度设置**:将所有需要淡入的组件初始透明度设为0
5. **动画回调**:为根节点淡入动画添加了完成回调函数,可以打印日志
**注意:**
- `GUI:Timeline_FadeIn`函数需要三个参数:控件对象、动画时间(秒)、可选的回调函数
- 淡入动画会从当前透明度渐变到255(完全不透明)
- 动画时间0.3秒是比较自然的过渡效果,你可以根据需要调整
- 所有动画都是并行执行的,界面打开时会有整体淡入的效果
根据浮生梦老师前端课程内容,我来为你的界面添加淡入动画。这里使用`GUI:Timeline_FadeIn`函数来实现淡入效果,同时优化代码结构:
```lua
local ui, root = GUI:npcUI("shijieditu")
-- 获取当前转生等级
local reLevel = SL:GetMetaValue("RELEVEL") or 0
-- 获取屏幕尺寸
local screenWidth = SL:GetMetaValue("SCREEN_WIDTH") or 1280
local screenHeight = SL:GetMetaValue("SCREEN_HEIGHT") or 720
-- 创建半透明黑色背景层
local bgLayer = GUI:Layout_Create(root, "transparent_bg", 0, 0, screenWidth, screenHeight, true)
GUI:setLocalZOrder(bgLayer, -1) -- 置于底层
-- 使用绝对定位,不使用锚点
GUI:setPosition(bgLayer, 0, 0) -- 定位到左上角
GUI:setAnchorPoint(bgLayer, 0, 0) -- 锚点设置为左上角
GUI:setContentSize(bgLayer, {width = screenWidth, height = screenHeight})
-- 设置背景颜色和透明度
GUI:Layout_setBackGroundColorType(bgLayer, 1) -- 纯色背景
GUI:Layout_setBackGroundColor(bgLayer, "#000000") -- 黑色
GUI:Layout_setBackGroundColorOpacity(bgLayer, 150) -- 半透明(150约60%透明度)
-- 确保背景层覆盖整个屏幕
GUI:Layout_setClippingEnabled(bgLayer, false) -- 不裁剪,确保全屏显示
GUI:setTouchEnabled(bgLayer, true) -- 确保可点击
-- 为背景层添加点击关闭事件
GUI:addOnClickEvent(bgLayer, function()
GUI:Win_CloseAll()
end)
-- 设置主窗口为半透明
if GUI:Win_IsNotNull(root) then
GUI:setOpacity(root, 0) -- 初始透明度为0
-- 添加淡入动画
GUI:Timeline_FadeIn(root, 0.3, function()
SL:print("界面淡入动画完成")
end)
end
if GUI:Win_IsNotNull(ui.ImageView) then
GUI:setOpacity(ui.ImageView, 0) -- 初始透明度为0
-- 添加淡入动画
GUI:Timeline_FadeIn(ui.ImageView, 0.3)
end
-- 修改关闭按钮事件
if GUI:Win_IsNotNull(ui.guanbi) then
GUI:addOnClickEvent(ui.guanbi, function()
GUI:delayTouchEnabled(ui.guanbi, 0.2)
GUI:Win_CloseAll()
end)
end
local levelRequirements = {
{level = 5, button = 1, effect = 1, msgType = 33},
{level = 10, button = 2, effect = 2, msgType = 34},
{level = 15, button = 3, effect = 3, msgType = 35},
{level = 20, button = 4, effect = 4, msgType = 36},
{level = 25, button = 5, effect = 5, msgType = 37},
{level = 30, button = 6, effect = 6, msgType = 38},
{level = 35, button = 7, effect = 7, msgType = 39},
{level = 40, button = 8, effect = 8, msgType = 40},
{level = 45, button = 9, effect = 9, msgType = 41}
}
-- 初始隐藏所有按钮和特效,并设置初始透明度
for i = 1, 9 do
local button_name = "Button_" .. i
local effect_name = "Effect_" .. i
if GUI:Win_IsNotNull(ui[button_name]) then
GUI:setVisible(ui[button_name], false)
GUI:setOpacity(ui[button_name], 0) -- 初始透明度为0
end
if GUI:Win_IsNotNull(ui[effect_name]) then
GUI:setVisible(ui[effect_name], false)
GUI:setOpacity(ui[effect_name], 0) -- 初始透明度为0
end
end
for _, requirement in ipairs(levelRequirements) do
local button_name = "Button_" .. requirement.button
local effect_name = "Effect_" .. requirement.effect
if reLevel >= requirement.level then
for i = 1, requirement.button do
local btn_name = "Button_" .. i
if GUI:Win_IsNotNull(ui[btn_name]) then
GUI:setVisible(ui[btn_name], true)
-- 为按钮添加淡入动画
GUI:Timeline_FadeIn(ui[btn_name], 0.3)
end
end
for i = 1, requirement.effect do
local eff_name = "Effect_" .. i
if GUI:Win_IsNotNull(ui[eff_name]) then
GUI:setVisible(ui[eff_name], true)
-- 为特效添加淡入动画
GUI:Timeline_FadeIn(ui[eff_name], 0.3)
end
end
if GUI:Win_IsNotNull(ui[button_name]) then
GUI:addOnClickEvent(ui[button_name], function()
SL:print("点击了第" .. requirement.button .. "个按钮,转生等级:" .. reLevel)
GUI:delayTouchEnabled(ui[button_name], 0.2)
SL:SendLuaNetMsg(58004, 0, requirement.msgType, 0, 0)
GUI:Win_CloseAll()
end)
end
end
end
-- 注册游戏事件
SL:RegisterLUAEvent(LUA_EVENT_REINLEVELCHANGE, "shijieditu", function(data)
-- 当转生等级变化时重新执行整个界面
local newReLevel = SL:GetMetaValue("RELEVEL") or 0
reLevel = newReLevel
-- 重新设置按钮可见性
for _, requirement in ipairs(levelRequirements) do
local button_name = "Button_" .. requirement.button
local effect_name = "Effect_" .. requirement.effect
if reLevel >= requirement.level then
for i = 1, requirement.button do
local btn_name = "Button_" .. i
if GUI:Win_IsNotNull(ui[btn_name]) then
GUI:setVisible(ui[btn_name], true)
GUI:Timeline_FadeIn(ui[btn_name], 0.3)
end
end
for i = 1, requirement.effect do
local eff_name = "Effect_" .. i
if GUI:Win_IsNotNull(ui[eff_name]) then
GUI:setVisible(ui[eff_name], true)
GUI:Timeline_FadeIn(ui[eff_name], 0.3)
end
end
end
end
end)
SL:RegisterLUAEvent(LUA_EVENT_CLOSEWIN, "shijieditu", function(CLOSEWINdata)
if CLOSEWINdata and CLOSEWINdata == "shijieditu" then
SL:UnRegisterLUAEvent(LUA_EVENT_REINLEVELCHANGE, "shijieditu")
SL:UnRegisterLUAEvent(LUA_EVENT_CLOSEWIN, "shijieditu")
end
end)
```
**主要修改:**
1. **根节点淡入动画**:为`root`节点添加了`GUI:Timeline_FadeIn(root, 0.3)`动画,持续0.3秒
2. **主窗口背景淡入**:为`ui.ImageView`添加了相同的淡入动画
3. **按钮和特效淡入**:在显示按钮和特效时,都添加了`GUI:Timeline_FadeIn`动画
4. **初始透明度设置**:将所有需要淡入的组件初始透明度设为0
5. **动画回调**:为根节点淡入动画添加了完成回调函数,可以打印日志
**注意:**
- `GUI:Timeline_FadeIn`函数需要三个参数:控件对象、动画时间(秒)、可选的回调函数
- 淡入动画会从当前透明度渐变到255(完全不透明)
- 动画时间0.3秒是比较自然的过渡效果,你可以根据需要调整
- 所有动画都是并行执行的,界面打开时会有整体淡入的效果
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