GUI:addOnClickEvent(ui.Button_1,function()
GUI:removeFromParent(ui.Button_1)
local cardPositions = {}
local cardSizes = {}
-- 先记录所有初始位置
for i = 1, 10 do
local pos = GUI:getPosition(ui['Image_'..i])
local size
🤖 回答引擎: 前端Lua |
🕒 时间: 2026-04-20 15:37:43 |
👁️ 阅读: 8
```lua
GUI:addOnClickEvent(ui.Button_1,function()
GUI:removeFromParent(ui.Button_1)
local cardPositions = {}
local cardSizes = {}
-- 先记录所有初始位置
for i = 1, 10 do
local pos = GUI:getPosition(ui['Image_'..i])
local size = GUI:getContentSize(ui['Image_'..i])
cardPositions[i] = {x = pos.x, y = pos.y}
cardSizes[i] = {width = size.width, height = size.height}
GUI:removeFromParent(ui['Image_'..i])
end
-- 创建背面卡牌
local cards = {}
for i = 1, 10 do
local beimian = GUI:Button_Create(layout, "bei"..i, cardPositions[i].x, cardPositions[i].y, "res/public_win32/1900000610.png")
GUI:setContentSize(beimian, cardSizes[i].width, cardSizes[i].height)
GUI:setVisible(beimian, true)
cards[i] = beimian
end
-- 顺序执行动画
local function startCardAnimation(index)
if index > 10 then return end
local beimian = cards[index]
-- 创建动画序列
local sequence = GUI:ActionSequence(
-- 移动到第一个目标位置
GUI:ActionMoveTo(1, -72, -103),
GUI:DelayTime(0.5),
-- 上下移动
GUI:CallFunc(function()
local targetY = -103
if index % 2 == 1 then
targetY = -103 + 172
else
targetY = -103 - 172
end
GUI:runAction(beimian, GUI:ActionSequence(
GUI:ActionMoveTo(0.5, -72, targetY),
GUI:DelayTime(0.3),
GUI:ActionMoveTo(0.5, -72, -103)
))
end),
GUI:DelayTime(0.5),
-- 左右移动
GUI:CallFunc(function()
local targetX = -72
if index % 3 == 1 then
targetX = -72 - 142
else
targetX = -72 + 142
end
GUI:runAction(beimian, GUI:ActionSequence(
GUI:ActionMoveTo(0.5, targetX, -103),
GUI:DelayTime(0.3),
GUI:ActionMoveTo(0.5, -72, -103)
))
end),
GUI:DelayTime(0.5),
-- 最后旋转并回到初始位置
GUI:CallFunc(function()
GUI:runAction(beimian, GUI:ActionSequence(
GUI:ActionSpawn(
GUI:ActionMoveTo(0.3, cardPositions[index].x, cardPositions[index].y),
GUI:ActionRotateBy(0.3, 360)
),
GUI:CallFunc(function()
-- 当前卡牌动画结束,开始下一张
startCardAnimation(index + 1)
end)
))
end)
)
GUI:runAction(beimian, sequence)
end
-- 开始第一张卡牌动画
startCardAnimation(1)
end)
```
主要修改:
1. **先创建所有卡牌**:把10张卡牌都创建好,存到`cards`表中
2. **递归顺序执行**:使用`startCardAnimation`函数,当前卡牌动画结束后才触发下一张
3. **保持动画结构**:保留了原来的移动、延迟、旋转逻辑,只是改成了顺序执行
这样修改后,10张卡牌会一张接一张地执行动画,不会同时进行。
```lua
GUI:addOnClickEvent(ui.Button_1,function()
GUI:removeFromParent(ui.Button_1)
local cardPositions = {}
local cardSizes = {}
-- 先记录所有初始位置
for i = 1, 10 do
local pos = GUI:getPosition(ui['Image_'..i])
local size = GUI:getContentSize(ui['Image_'..i])
cardPositions[i] = {x = pos.x, y = pos.y}
cardSizes[i] = {width = size.width, height = size.height}
GUI:removeFromParent(ui['Image_'..i])
end
-- 创建背面卡牌
local cards = {}
for i = 1, 10 do
local beimian = GUI:Button_Create(layout, "bei"..i, cardPositions[i].x, cardPositions[i].y, "res/public_win32/1900000610.png")
GUI:setContentSize(beimian, cardSizes[i].width, cardSizes[i].height)
GUI:setVisible(beimian, true)
cards[i] = beimian
end
-- 顺序执行动画
local function startCardAnimation(index)
if index > 10 then return end
local beimian = cards[index]
-- 创建动画序列
local sequence = GUI:ActionSequence(
-- 移动到第一个目标位置
GUI:ActionMoveTo(1, -72, -103),
GUI:DelayTime(0.5),
-- 上下移动
GUI:CallFunc(function()
local targetY = -103
if index % 2 == 1 then
targetY = -103 + 172
else
targetY = -103 - 172
end
GUI:runAction(beimian, GUI:ActionSequence(
GUI:ActionMoveTo(0.5, -72, targetY),
GUI:DelayTime(0.3),
GUI:ActionMoveTo(0.5, -72, -103)
))
end),
GUI:DelayTime(0.5),
-- 左右移动
GUI:CallFunc(function()
local targetX = -72
if index % 3 == 1 then
targetX = -72 - 142
else
targetX = -72 + 142
end
GUI:runAction(beimian, GUI:ActionSequence(
GUI:ActionMoveTo(0.5, targetX, -103),
GUI:DelayTime(0.3),
GUI:ActionMoveTo(0.5, -72, -103)
))
end),
GUI:DelayTime(0.5),
-- 最后旋转并回到初始位置
GUI:CallFunc(function()
GUI:runAction(beimian, GUI:ActionSequence(
GUI:ActionSpawn(
GUI:ActionMoveTo(0.3, cardPositions[index].x, cardPositions[index].y),
GUI:ActionRotateBy(0.3, 360)
),
GUI:CallFunc(function()
-- 当前卡牌动画结束,开始下一张
startCardAnimation(index + 1)
end)
))
end)
)
GUI:runAction(beimian, sequence)
end
-- 开始第一张卡牌动画
startCardAnimation(1)
end)
```
主要修改:
1. **先创建所有卡牌**:把10张卡牌都创建好,存到`cards`表中
2. **递归顺序执行**:使用`startCardAnimation`函数,当前卡牌动画结束后才触发下一张
3. **保持动画结构**:保留了原来的移动、延迟、旋转逻辑,只是改成了顺序执行
这样修改后,10张卡牌会一张接一张地执行动画,不会同时进行。
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