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【1010cc时时彩经典版】能动态合并嘛

发布时间:2019-08-18 07:49编辑:1010cc时时彩客户端浏览(149)

    • #13936: SCRIPT70 Permission denied in selectors after iframe was submitted in IE9-10, jQuery 1.9.1 and 2.0.0

    #13937: finish() only finishes last item of a set being .animate()d. #13939: 1.10.0 breaks relative animation #13936:...

    I'm glad to tell you that the baking does work now.And all problems are resolved.

    Action Sequences – Action List

    The following contains a list of the actions you can use inside the five action sequences. Each action has a unique function and requires certain formats to operate properly.

    ATTACK ANIMATION: target
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Displays the active battler’s attack animation on the target(s). This will be the animation determined by the actor’s weapon(s). If it’s an enemy, it will be determined by the enemy’s attack animation.
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Usage Example: attack animation: target

    ENEMY EFFECT: target, effect-type
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    This affects enemies only. Makes the target display either a ‘whiten’ effect or a ‘blink’ effect.
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Usage Example: enemy effect: targets, whiten
    enemy effect: targets, blink

    FACE target: args
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    FACE target1: FORWARD
    FACE target1: BACKWARD
    FACE target1: HOME
    FACE target1: AWAY FROM HOME
    FACE target1: POINT, x coordinate, y coordinate
    FACE target1: AWAY FROM POINT, x coordinate, y coordinate
    FACE target1: target2
    FACE target1: AWAY FROM target2
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    This will cause the battler to face a certain direction. Arguments can be used in the above formats. This action sequence command will cause target1 to face any of those directions. If target2 is used, then target1 will face directions relative to target2.
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Usage Example: face user: forward
    face target: backward
    face enemies: home
    face allies: away from home
    face target: point, 20, 40
    face target: away from point, 500, 600
    face user: target
    face target: away from user

    FADE OUT: (frames)
    FADE IN: (frames)
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Fades the screen out and fades the screen in respectively. You can set the amount of frames for the fading process. If you omit frames, 60 frames will be used by default.
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Usage Example: fade out
    fade in: 10

    FLASH SCREEN: args
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    FLASH SCREEN: WHITE, (frames)
    FLASH SCREEN: RED, (frames)
    FLASH SCREEN: ORANGE, (frames)
    FLASH SCREEN: YELLOW, (frames)
    FLASH SCREEN: GREEN, (frames)
    FLASH SCREEN: BLUE, (frames)
    FLASH SCREEN: PURPLE, (frames)
    FLASH SCREEN: MAGENTA, (frames)
    FLASH SCREEN: BLACK, (frames)
    FLASH SCREEN: (red), (green), (blue), (intensity), (frames)
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Causes the game screen to flash a set color. If for the arguments, you use a color name, it will use a premade flash setting. If you choose to use your own settings, use the red, green, blue, intensity format to determine what color flash you would like. Red, green, blue, and intensity settings range from 0 to 255. If frames are used, that will be the duration of the screen flash. If omitted, the default frame count will be 60 frames.
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Usage Example: flash screen: white
    flash screen: red, 45
    flash screen: 128, 170, 214, 170
    flash screen: 68, 68, 68, 170, 45

    FLOAT target: (height), (frames)
    FLOAT target: (height%), (frames)
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Causes the target to float into the air above the ground by height%. The height is relative to the floating target. Using 100% means the target will float above the ground 100% higher than its height. If no ‘%’ sign is used, the target will float that many pixels rather than a percentage of the target’s height. The frames determine how many frames it will take for the target to reach that height. Using 0% for the height will bring the target back to the ground.
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Usage Example: float user: 200%
    float enemies: 500, 30
    float target: 0%, 30

    HIDE BATTLE HUD
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Hides the battle hud to not obstruct any animations being played. You can reveal the battle hud again using ‘show battle hud’.
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Usage Example: hide battle hud

    JUMP target: (height), (frames)
    JUMP target: (height%), (frames)
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Causes the target to jump a height relative to the target itself. If the target jumps a height of 200%, the height will be 200% of the target’s height. If no ‘%’ sign is used, the target will jump that many pixels rather than a percentage of the target’s height. The frame count is how long the target will be in the air. You can use this with the ‘Move’ action sequence to make the target appear like it is jumping a distance.
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Usage Example: jump user: 150%
    jump target: 300, 60

    MOTION type: target, (no weapon)
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    MOTION WALK: target
    MOTION STANDBY: target
    MOTION CHANT: target
    MOTION GUARD: target
    MOTION DAMAGE: target
    MOTION EVADE: target
    MOTION ATTACK: target
    MOTION THRUST: target
    MOTION SWING: target
    MOTION MISSILE: target
    MOTION SKILL: target
    MOTION SPELL: target
    MOTION ITEM: target
    MOTION ESCAPE: target
    MOTION VICTORY: target
    MOTION DYING: target
    MOTION ABNORMAL: target
    MOTION SLEEP: target
    MOTION DEAD: target
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Forces the target to perform the specific type of action in sideview. If you issue an action sequence command for the target to perform ‘attack’, the target will automatically determine based on the weapon it has equipped to use either a thrust, swing, or missile motion. Attack, thrust, swing, and missile will also display the target’s weapon if the target has one.

    If ‘no weapon’ is used after the target, no weapons will be displayed. This effect will only work with the Thrust, Swing, and Missile motions.
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Usage Example: motion walk: user
    motion thrust: user, no weapon

    MOVE target: args
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    MOVE target1: HOME, (frames)
    MOVE target1: RETURN, (frames)
    MOVE target1: FORWARD, (distance), (frames)
    MOVE target1: BACKWARD, (distance), (frames)
    MOVE target1: POINT, x coordinate, y coordinate, (frames)
    MOVE target1: target2, BASE, (frames)
    MOVE target1: target2, CENTER, (frames)
    MOVE target1: target2, HEAD, (frames)
    MOVE target1: target2, FRONT BASE, (frames)
    MOVE target1: target2, FRONT CENTER, (frames)
    MOVE target1: target2, FRONT HEAD, (frames)
    MOVE target1: target2, BACK BASE, (frames)
    MOVE target1: target2, BACK CENTER, (frames)
    MOVE target1: target2, BACK HEAD, (frames)
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    This is a move command. Arguments can be used in the above formats. This action sequence command will move target1 to any of those locations listed in the arguments. If it’s towards target2, you must include what location relative to target2 for target1 to travel to.
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Usage Example: move user: home, 20
    move target: forward, 48, 12
    move enemy 1: point, 400, 300
    move actor 2: front base, 20

    OPACITY target: x, (frames)
    OPACITY target: x%, (frames)
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Changes the opacity of the target to x (0-255) or x% (0% to 100%). If you use ‘frames’, that will be the frame duration for the change in opacity for the target.
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Usage Example: opacity user: 50%, 30
    opacity not focus: 0

    SHOW BATTLE HUD
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    If the battle hud was hidden using ‘hide battle hud’, use this to show the battle hud back within the player’s screen.
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Usage Example: show battle hud

    SHAKE SCREEN: (power), (speed), (frames)
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Causes the game screen to shake. Adjust the power from 0-9, speed from 0-9, and the frames to alter the duration of the screen shaking. If those values are omitted, they will default to 5 power, 5 speed, and 60 frames.
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Usage Example: shake screen
    shake screen: 9
    shake screen: 3, 9, 30

    TINT SCREEN: args
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    TINT SCREEN: NORMAL, (frames)
    TINT SCREEN: DARK, (frames)
    TINT SCREEN: SEPIA, (frames)
    TINT SCREEN: SUNSET, (frames)
    TINT SCREEN: NIGHT, (frames)
    TINT SCREEN: (red), (green), (blue), (gray), (frames)
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Tints the battle screen. If using the arguments ‘normal’, ‘dark’, ‘sepia’, ‘sunset’, or ‘night’ the screen will be be given a premade tint. If not, then the arguments for red, green, blue, and gray values must be inputted for the tint. Red, green, and blue can range from -255 to 255 while gray will range from 0 to 255. If frames are used, that will be the duration for which the screen will change to the tint. If omitted, the default amount of frames used will be 60 frames.
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Usage Example: tint screen: normal
    tint screen: sepia, 30
    tint screen: 68, -34, -34, 0
    tint screen: 68, -68, 0, 68, 45

    WAIT FOR FLOAT
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Waits for all battler float changes to finish before going on to the next action in the action sequence.
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Usage Example: wait for float

    WAIT FOR JUMP
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Waits for all battler jumps to finish before going on to the next action in the action sequence.
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Usage Example: wait for jump

    WAIT FOR OPACITY
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Waits for all battlers to finish changing opacity before going on to the next action in the action sequence.
    – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
    Usage Example: wait for opacity

    越来越多的效果请到github原网站查看: 源码也足以到原网站下载获得哦。

    • #13937: finish() only finishes last item of a set being .animate()d.
    • #13939: 1.10.0 breaks relative animation

        This is the relation process. Then, for  example, one animation contains 5 bones, and 7 skinned-meshes , the 7 skinned-meshes are relative to diffrent bones, even we've combined the meshes ,we just got the static mesh, one mesh can't rely on 5 rootBones, so it lost the animation feature.

    Action Sequences – ala Melody

    Battle Engine Core includes Yanfly Engine Melody’s Battle Engine system, where each individual aspect of the skill and item effects can be controlled to a degree. These are called Action Sequences, where each command in the action sequence causes the game to perform a distinct individual action.

    Each skill and item consists of five different action sequences. They are as follows:

    1. Setup Actions
      They prepare the active battler before carrying out the bulk of the action and its individual effects. Usually what you see here are things such as the active battler moving forward a bit, unsheathing their weapon, etc. This step will occur before the active battler expends their skill or item costs.

    2. Whole Actions
      These actions will affect all of the targets simultaneously. Although this section does not need to be used, most actions will use this for displaying animations upon all enemies. This step occurs after skill and item costs.

    3. Target Actions
      This section will affect all of the targets individually. Used primarily for physical attacks that will deliver more personal forms of damage. Actions that occur here will not affect other targets unless specifically ordered to do so otherwise.

    4. Follow Actions
      This section will dedicate towards cleanup work after the individual targeting actions. Here, it’ll do things such as removing immortal flags, start up common events, and more.

    5. Finish Actions
      This section will have the active battler close up the action sequence. Usually stuff like running waits and holds at the last minute for skills and items, moving back to place, and others.

    Now that you know each of the five steps each action sequence goes through, here’s the tags you can insert inside of skills and items. Pay attention to each tag name.

    <setup action>
    action list
    action list
    </setup action>
    
    <whole action>
    action list
    action list
    </whole action>
    
    <target action>
    action list
    action list
    </target action>
    
    <follow action>
    action list
    action list
    </follow action>
    
    <finish action>
    action list
    action list
    </finish action>
    

    They will do their own respective action sets. The methods to insert for the action list can be found below in the core of the Help Manual.

    Furthermore, to prevent overflooding every single one of your database item’s noteboxes with action sequence lists, there’s a shortcut you can take to copy all of the setup actions, whole actions, target actions, follow actions, and finish actions with just one line.

    <action copy: x:y>
    

    Replace x with “item” or “skill” to set the type for the action list code to directly copy. The integer y is then the ID assigned for that particular object type. For example, to copy 45th skill’s action sequences, the code would be <action copy: skill:45> for anything that will accept these action codes. If you do use this notetag, it will take priority over any custom that you’ve placed in the notebox.

    Properties

    The iCarousel has the following properties (note: for Mac OS, substitute NSView for UIView when using properties):

    @property (nonatomic, weak) IBOutlet id<iCarouselDataSource> dataSource;
    

    An object that supports the iCarouselDataSource protocol and can provide views to populate the carousel.

    @property (nonatomic, weak) IBOutlet id<iCarouselDelegate> delegate;
    

    An object that supports the iCarouselDelegate protocol and can respond to carousel events and layout requests.

    @property (nonatomic, assign) iCarouselType type;
    

    Used to switch the carousel display type (see above for details).

    @property (nonatomic, assign) CGFloat perspective;
    

    Used to tweak the perspective foreshortening effect for the various 3D carousel views. Should be a negative value, less than 0 and greater than -0.01. Values outside of this range will yield very strange results. The default is -1/500, or -0.005;

    @property (nonatomic, assign) CGSize contentOffset;
    

    This property is used to adjust the offset of the carousel item views relative to the center of the carousel. It defaults to CGSizeZero, meaning that the carousel items are centered. Changing this value moves the carousel items without changing their perspective, i.e. the vanishing point moves with the carousel items, so if you move the carousel items down, it does not appear as if you are looking down on the carousel.

    @property (nonatomic, assign) CGSize viewpointOffset;
    

    This property is used to adjust the user viewpoint relative to the carousel items. It has the opposite effect to adjusting the contentOffset, i.e. if you move the viewpoint up then the carousel appears to move down. Unlike the contentOffset, moving the viewpoint also changes the perspective vanishing point relative to the carousel items, so if you move the viewpoint up, it will appear as if you are looking down on the carousel.

    @property (nonatomic, assign) CGFloat decelerationRate;
    

    The rate at which the carousel decelerates when flicked. Higher values mean slower deceleration. The default value is 0.95. Values should be in the range 0.0 (carousel stops immediately when released) to 1.0 (carousel continues indefinitely without slowing down, unless it reaches the end).

    @property (nonatomic, assign) BOOL bounces;
    

    Sets whether the carousel should bounce past the end and return, or stop dead. Note that this has no effect on carousel types that are designed to wrap, or where the carouselShouldWrap delegate method returns YES.

    @property (nonatomic, assign) CGFloat bounceDistance;
    

    The maximum distance that a non-wrapped carousel will bounce when it overshoots the end. This is measured in multiples of the itemWidth, so a value of 1.0 would means the carousel will bounce by one whole item width, a value of 0.5 would be half an item's width, and so on. The default value is 1.0;

    @property (nonatomic, assign, getter = isScrollEnabled) BOOL scrollEnabled;
    

    Enables and disables user scrolling of the carousel. The carousel can still be scrolled programmatically if this property is set to NO.

    @property (nonatomic, readonly, getter = isWrapEnabled) BOOL wrapEnabled;
    

    Returns YES if wrapping is enabled and NO if it isn't. This property is read only. If you wish to override the default value, implement the carousel:valueForOption:withDefault: delegate method and return a value for iCarouselOptionWrap.

    @property (nonatomic, assign, getter = isPagingEnabled) BOOL pagingEnabled;
    

    Enables and disables paging. When paging is enabled, the carousel will stop at each item view as the user scrolls, much like the pagingEnabled property of a UIScrollView.

    @property (nonatomic, readonly) NSInteger numberOfItems;
    

    The number of items in the carousel (read only). To set this, implement the numberOfItemsInCarousel: dataSource method. Note that not all of these item views will be loaded or visible at a given point in time - the carousel loads item views on demand as it scrolls.

    @property (nonatomic, readonly) NSInteger numberOfPlaceholders;
    

    The number of placeholder views to display in the carousel (read only). To set this, implement the numberOfPlaceholdersInCarousel: dataSource method.

    @property (nonatomic, readonly) NSInteger numberOfVisibleItems;
    

    The maximum number of carousel item views to be displayed concurrently on screen (read only). This property is important for performance optimisation, and is calculated automatically based on the carousel type and view frame. If you wish to override the default value, implement the carousel:valueForOption:withDefault: delegate method and return a value for iCarouselOptionVisibleItems.

    @property (nonatomic, strong, readonly) NSArray *indexesForVisibleItems;
    

    An array containing the indexes of all item views currently loaded and visible in the carousel, including placeholder views. The array contains NSNumber objects whose integer values match the indexes of the views. The indexes for item views start at zero and match the indexes passed to the dataSource to load the view, however the indexes for any visible placeholder views will either be negative (less than zero) or greater than or equal to numberOfItems. Indexes for placeholder views in this array do not equate to the placeholder view index used with the dataSource.

    @property (nonatomic, strong, readonly) NSArray *visibleItemViews;
    

    An array of all the item views currently displayed in the carousel (read only). This includes any visible placeholder views. The indexes of views in this array do not match the item indexes, however the order of these views matches the order of the visibleItemIndexes array property, i.e. you can get the item index of a given view in this array by retrieving the equivalent object from the visibleItemIndexes array (or, you can just use the indexOfItemView: method, which is much easier).

    @property (nonatomic, strong, readonly) UIView *contentView;
    

    The view containing the carousel item views. You can add subviews to this view if you want to intersperse them with the carousel items. If you want a view to appear in front or behind all of the carousel items, you should add it directly to the iCarousel view itself instead. Note that the order of views inside the contentView is subject to frequent and undocumented change whilst the app is running. Any views added to the contentView should have their userInteractionEnabled property set to NO to prevent conflicts with iCarousel's touch event handling.

    @property (nonatomic, assign) CGFloat scrollOffset;
    

    This is the current scroll offset of the carousel in multiples of the itemWidth. This value, rounded to the nearest integer, is the currentItemIndex value. You can use this value to position other screen elements while the carousel is in motion. The value can also be set if you wish to scroll the carousel to a particular offset programmatically. This may be useful if you wish to disable the built-in gesture handling and provide your own implementation.

    @property (nonatomic, readonly) CGFloat offsetMultiplier;
    

    This is the offset multiplier used when the user drags the carousel with their finger. It does not affect programmatic scrolling or deceleration speed. This defaults to 1.0 for most carousel types, but defaults to 2.0 for the CoverFlow-style carousels to compensate for the fact that their items are more closely spaced and so must be dragged further to move the same distance. You cannot set this property directly, but you can override the default value by implementing the carouselOffsetMultiplier: delegate method.

    @property (nonatomic, assign) NSInteger currentItemIndex;
    

    The index of the currently centered item in the carousel. Setting this property is equivalent to calling scrollToItemAtIndex:animated: with the animated argument set to NO.

    @property (nonatomic, strong, readonly) UIView *currentItemView;
    

    The currently centered item view in the carousel. The index of this view matches currentItemIndex.

    @property (nonatomic, readonly) CGFloat itemWidth;
    

    The display width of items in the carousel (read only). This is derived automatically from the first view passed in to the carousel using the carousel:viewForItemAtIndex:reusingView: dataSource method. You can also override this value using the carouselItemWidth: delegate method, which will alter the space allocated for carousel items (but won't resize or scale the item views).

    @property (nonatomic, assign) BOOL centerItemWhenSelected;
    

    When set to YES, tapping any item in the carousel other than the one matching the currentItemIndex will cause it to smoothly animate to the center. Tapping the currently selected item will have no effect. Defaults to YES.

    @property (nonatomic, assign) CGFloat scrollSpeed;
    

    This is the scroll speed multiplier when the user flicks the carousel with their finger. Defaults to 1.0.

    @property (nonatomic, readonly) CGFloat toggle;
    

    This property is used for the iCarouselTypeCoverFlow2 carousel transform. It is exposed so that you can implement your own variants of the CoverFlow2 style using the carousel:itemTransformForOffset:baseTransform: delegate method.

    @property (nonatomic, assign) BOOL stopAtItemBoundary;
    

    By default, the carousel will come to rest at an exact item boundary when it is flicked. If you set this property to NO, it will stop naturally and then - if scrollToItemBoundary is set to YES - scroll back or forwards to the nearest boundary.

    @property (nonatomic, assign) BOOL scrollToItemBoundary;
    

    By default whenever the carousel stops moving it will automatically scroll to the nearest item boundary. If you set this property to NO, the carousel will not scroll after stopping and will stay wherever it is, even if it's not perfectly aligned on the current index. The exception to this is that if wrapping is disabled and bounces is set to YES then regardless of this setting, the carousel will automatically scroll back to the first or last item index if it comes to rest beyond the end of the carousel.

    @property (nonatomic, assign, getter = isVertical) BOOL vertical;
    

    This property toggles whether the carousel is displayed horizontally or vertically on screen. All the built-in carousel types work in both orientations. Switching to vertical changes both the layout of the carousel and also the direction of swipe detection on screen. Note that custom carousel transforms are not affected by this property, however the swipe gesture direction will still be affected.

    @property (nonatomic, readonly, getter = isDragging) BOOL dragging;
    

    Returns YES if user has started scrolling the carousel and has not yet released it.

    @property (nonatomic, readonly, getter = isDecelerating) BOOL decelerating;
    

    Returns YES if the user isn't dragging the carousel any more, but it is still moving.

    @property (nonatomic, readonly, getter = isScrolling) BOOL scrolling;
    

    Returns YES if the carousel is currently being scrolled programatically.

    @property (nonatomic, assign) BOOL ignorePerpendicularSwipes;
    

    If YES, the carousel will ignore swipe gestures that are perpendicular to the orientation of the carousel. So for a horizontal carousel, vertical swipes will not be intercepted. This means that you can have a vertically scrolling scrollView inside a carousel item view and it will still function correctly. Defaults to YES.

    @property (nonatomic, assign) BOOL clipsToBounds;
    

    This is actually not a property of iCarousel but is inherited from UIView. It's included here because it's a frequently missed feature. Set this to YES to prevent the carousel item views overflowing their bounds. You can set this property in Interface Builder by ticking the 'Clip Subviews' option. Defaults to NO.

    @property (nonatomic, assign) CGFloat autoscroll;
    

    This property can be used to set the carousel scrolling at a constant speed. A value of 1.0 would scroll the carousel forwards at a rate of one item per second. The autoscroll value can be positive or negative and defaults to 0.0 (stationary). Autoscrolling will stop if the user interacts with the carousel, and will resume when they stop.

     

        - Every mesh has huge vertices and boneWeights , one boneWeight per one vertex.The boneWeight contains up to 4 indexes and weights relative to the bindPose list.

    Target Typing

    You may notice that in some of the actions below will say “refer to target typing” which is this section right here. Here’s a quick run down on the various targets you may select.

    user; This will select the active battler.
    target, targets; These will select the active targets in question.
    actors, existing actors; These will select all living actors.
    all actors; This will select all actors including dead ones.
    dead actors: This will select only dead actors.
    actors not user; This will select all living actors except for the user.
    actor x; This will select the actor in slot x.
    character x; This will select the specific character with actor ID x.
    enemies, existing enemies; This will select all living enemies.
    all enemies; This will select all enemies, even dead.
    dead enemies: This will select only dead enemies.
    enemies not user; This will select all enemies except for the user.
    enemy x; This will select the enemy in slot x.
    friends; This will select the battler’s alive allies.
    all friends; This will select the all of battler’s allies, even dead.
    dead friends; This will select the battler’s dead allies.
    friends not user; This will select the battler’s allies except itself.
    friend x: This will select the battler’s ally in slot x.
    opponents; This will select the battler’s alive opponents.
    all opponents; This will select the all of the battler’s opponents.
    dead opponents; This will select the battler’s dead opponents.
    opponent x: This will select the battler’s opponent in slot x.
    all alive; Selects all living actors and enemies.
    all members; Selects all living and dead actors and enemies.
    all dead; Selects all dead actors and enemies.
    all not user; This will select all living battlers except user.
    focus; Selects the active battler and its targets.
    not focus; Selects everything but the active battler and its targets.

              1010cc时时彩经典版 1

    相距上二个本子的发布,仅仅间隔1周的时刻;

    1、The rootBone is not important ,even maybe it is not need.

    YEP.5 – Action Sequence Pack 2

    The second of three action sequence packs for the Battle Engine Core focus on visual aspects of an action such as moving, jumping, changing the screen tint, and more!

    这一个实行包能够强制更改动作移动,跳跃,改换荧屏色调等等

    上面是译文:

        - The boneWeights are just used as weight-calculation of up to 4 bindPose matrixes , the result is one average matrix relative to the skinned-mesh's rootBone.

    Happy RPG Making!

    Detecting Taps on Item Views

    There are two basic approaches to detecting taps on views in iCarousel on iOS. The first approach is to simply use the carousel:didSelectItemAtIndex: delegate method, which fires every time an item is tapped. If you are only interested in taps on the currently centered item, you can compare the currentItemIndex property against the index parameter of this method.

    Alternatively, if you want a little more control you can supply a UIButton or UIControl as the item view and handle the touch interactions yourself. See the Buttons Demo example project for an example of how this is done (doesn't work on Mac OS; see below).

    You can also nest UIControls within your item views and these will receive touches as expected (see the Controls Demo example project for an example).

    If you wish to detect other types of interaction such as swipes, double taps or long presses, the simplest way is to attach a UIGestureRecognizer to your item view or its subviews before passing it to the carousel.

    Note that taps and gestures will be ignored on any item view except the currently selected one, unless you set the centerItemWhenSelected property to NO.

    On Mac OS there is no easy way to embed controls within iCarousel item views currently. You cannot just supply an NSButton as or inside your item view because the transforms applied to the item views mean that hit detection doesn't work properly. I'm investigating possible solutions to this (if you know a good way to fix this, please get in touch, or fork the project on github).

    本文由1010cc时时彩经典版发布于1010cc时时彩客户端,转载请注明出处:【1010cc时时彩经典版】能动态合并嘛

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