| | |
| | | ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>(); |
| | | ps.transform.position = EndlessLevelManager.instance.WaveManager.GetWaveEndPos(i); |
| | | ps.Play(); |
| | | AudioSourceManager.Ins.Play(AudioEnum.FireSkill); |
| | | |
| | | Destroy(obj, 5f); |
| | | } |
| | | AudioSourceManager.Ins.Play(AudioEnum.FireSkill); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 对某一条兵线显示选中效果 |
| | | /// 设置某条兵线选中效果 |
| | | /// </summary> |
| | | /// <param name="id"></param> |
| | | public void FadeWaveline(int id, bool fadeOut, float ftime = 0.3f) |
| | | /// <param name="waveIndex">兵线索引 从0开始</param> |
| | | /// <param name="show">是否显示</param> |
| | | public void SetWaveLineShow(int waveIndex, bool show) |
| | | { |
| | | if (id >= waveLineList.Count || waveLineList[id] == null) return; |
| | | Material tmat = waveLineList[id].GetComponent<MeshRenderer>().material; |
| | | if (fadeOut) |
| | | tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), ftime); |
| | | else |
| | | tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), ftime); |
| | | if (waveIndex >= waveLineList.Count || waveLineList[waveIndex] == null) return; |
| | | |
| | | Material tmat = waveLineList[waveIndex].GetComponent<MeshRenderer>().material; |
| | | |
| | | float targetAlpha = show ? 1f : 0f; |
| | | tmat.color = new Color(1f, 1f, 1f, targetAlpha); |
| | | } |
| | | |
| | | /// <summary> |