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| | | m_AnchorMax: {x: 0.5, y: 0.5} |
| | | m_AnchoredPosition: {x: 0, y: 0} |
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| | | m_SizeDelta: {x: 68, y: 35} |
| | | m_Pivot: {x: 0.5, y: 0.5} |
| | | --- !u!222 &5321523380136452434 |
| | | CanvasRenderer: |
| | |
| | | /// <summary> |
| | | /// LoadingScene 载入下一个场景的场景名 |
| | | /// </summary> |
| | | // cx test |
| | | public static string NextSceneName = "Endless2D"; |
| | | // public static string NextSceneName = "Endless"; |
| | | |
| | |
| | | Vector3 pos = obj.transform.position; |
| | | pos.y = v; |
| | | obj.transform.position = pos; |
| | | }, preY + 45, 0.2f) |
| | | }, preY + 45, 0.5f) |
| | | .SetEase(Ease.OutCubic)); |
| | | sequence.Append(DOTween.To( |
| | | () => canvasGroup.alpha, |
| | |
| | | /// </summary> |
| | | /// <value></value> |
| | | public int SelectBuffNeddLevels { get; set; } |
| | | // cx test |
| | | // public int SelectBuffNeddLevels { get; set; } = 2; |
| | | |
| | | /// <summary> |
| | | /// buff是否选择完成 |
| | |
| | | if (GameUI.instanceExists) |
| | | GameUI.instance.generateBloodText(backPos, basicDamage, crit); |
| | | else if (EndlessGameUI.instanceExists && crit) |
| | | { |
| | | EndlessGameUI.instance.generateBloodText(backPos, basicDamage, true); |
| | | EndlessGameUI.instance.FloatCritWord(backPos); |
| | | } |
| | | } |
| | | |
| | | // 播放受击动画: |
| | |
| | | |
| | | currentLevel = level; |
| | | |
| | | // cx test 不需要删除,直接刷新等级显示还有body的显示即可 |
| | | if (CurrentTowerLevel != null) |
| | | Destroy(CurrentTowerLevel.gameObject); |
| | | |
| | |
| | | |
| | | public void OnFire() |
| | | { |
| | | // cx test |
| | | // if (!isStart) |
| | | // { |
| | | // isStart = true; |
| | |
| | | using Core.Utilities; |
| | | using DG.Tweening; |
| | | using System; |
| | | using TMPro; |
| | | using UnityEngine; |
| | | using UnityEngine.UI; |
| | |
| | | |
| | | public Image CritWord; |
| | | |
| | | // Start is called before the first frame update |
| | | void Start() |
| | | { |
| | | |
| | | } |
| | | |
| | | // Update is called once per frame |
| | | void Update() |
| | | { |
| | | } |
| | | |
| | | private float scaleOffect = 1.5f; |
| | | |
| | | /// <summary> |
| | |
| | | /// <param name="text"></param> |
| | | public void moveBloodText(float x, float y, string text, bool crit = false) |
| | | { |
| | | // 先设置Text的位置到一个标准位置 |
| | | // // 先设置Text的位置到一个标准位置 |
| | | // Vector3 pos = bloodText.transform.position; |
| | | // pos.x = x; |
| | | // pos.y = y; |
| | | // pos.z = 0; |
| | | // bloodText.transform.position = pos; |
| | | |
| | | // Vector3 sval = bloodText.transform.localScale; |
| | | // sval.x = 1.0f; |
| | | // sval.y = 1.0f; |
| | | // sval.z = 1.0f; |
| | | // bloodText.transform.localScale = sval * scaleOffect; |
| | | |
| | | // bloodText.text = text; |
| | | // this.TextMove(bloodText, crit); |
| | | |
| | | Vector3 pos = bloodText.transform.position; |
| | | pos.x = x; |
| | | pos.y = y; |
| | | pos.z = 0; |
| | | bloodText.transform.position = pos; |
| | | |
| | | Vector3 sval = bloodText.transform.localScale; |
| | | sval.x = 1.0f; |
| | | sval.y = 1.0f; |
| | | sval.z = 1.0f; |
| | | bloodText.transform.localScale = sval * scaleOffect; |
| | | |
| | | bloodText.text = text; |
| | | this.TextMove(bloodText, crit); |
| | | Sequence sequence = DOTween.Sequence(); |
| | | bloodText.color = new Color(1f, 1f, 1f, 0.8f); |
| | | sequence.Join(DOTween.To(() => bloodText.transform.position, (Vector3 v) => bloodText.transform.position = v, |
| | | new Vector3(bloodText.transform.position.x + 20, bloodText.transform.position.y + 80, bloodText.transform.position.z), 0.2f)); |
| | | sequence.Append(DOTween.To(() => bloodText.color, (Color v) => bloodText.color = v, new Color(1f, 1f, 1f, 1f), 0.2f).SetEase(Ease.OutQuart)); |
| | | sequence.Append(DOTween.To(() => bloodText.color, (Color v) => bloodText.color = v, new Color(1f, 1f, 1f, 0f), 0.3f).SetDelay(0.5f)); |
| | | sequence.AppendCallback(() => { DestroyWord(); }); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | /// <param name="y"></param> |
| | | public void FloatSlowDownWord(float x, float y) |
| | | { |
| | | // 先设置Text的位置到一个标准位置 |
| | | Vector3 pos = SlowDownWord.transform.position; |
| | | pos.x = x; |
| | | pos.y = y; |
| | | pos.z = 0; |
| | | SlowDownWord.transform.position = pos; |
| | | |
| | | Vector3 sval = SlowDownWord.transform.localScale; |
| | | sval.x = 1.0f; |
| | | sval.y = 1.0f; |
| | | sval.z = 1.0f; |
| | | SlowDownWord.transform.localScale = sval * scaleOffect; |
| | | |
| | | WordMove(SlowDownWord); |
| | | Sequence sequence = DOTween.Sequence(); |
| | | SlowDownWord.color = new Color(1f, 1f, 1f, 0.8f); |
| | | sequence.Join(DOTween.To(() => SlowDownWord.transform.position, (Vector3 v) => SlowDownWord.transform.position = v, |
| | | new Vector3(SlowDownWord.transform.position.x + 50 + UnityEngine.Random.Range(-15, 15), SlowDownWord.transform.position.y + 50 + UnityEngine.Random.Range(-15, 15), SlowDownWord.transform.position.z), 0.2f)); |
| | | sequence.Append(DOTween.To(() => SlowDownWord.color, (Color v) => SlowDownWord.color = v, new Color(1f, 1f, 1f, 1f), 0.2f).SetEase(Ease.OutQuart)); |
| | | sequence.Append(DOTween.To(() => SlowDownWord.color, (Color v) => SlowDownWord.color = v, new Color(1f, 1f, 1f, 0f), 0.3f).SetDelay(0.5f)); |
| | | sequence.AppendCallback(() => { DestroyWord(); }); |
| | | } |
| | | |
| | | public void FloatCritWord(float x, float y) |
| | | { |
| | | // 先设置Text的位置到一个标准位置 |
| | | Vector3 pos = CritWord.transform.position; |
| | | pos.x = x; |
| | | pos.y = y; |
| | | pos.z = 0; |
| | | CritWord.transform.position = pos; |
| | | |
| | | Vector3 sval = CritWord.transform.localScale; |
| | | sval.x = 1.0f; |
| | | sval.y = 1.0f; |
| | | sval.z = 1.0f; |
| | | CritWord.transform.localScale = sval * scaleOffect; |
| | | |
| | | WordMove(CritWord, true); |
| | | Sequence sequence = DOTween.Sequence(); |
| | | CritWord.color = new Color(1f, 1f, 1f, 0.8f); |
| | | sequence.Join(DOTween.To(() => CritWord.transform.position, (Vector3 v) => CritWord.transform.position = v, |
| | | new Vector3(CritWord.transform.position.x + 65, CritWord.transform.position.y + 25, CritWord.transform.position.z), 0.2f)); |
| | | sequence.Append(DOTween.To(() => CritWord.color, (Color v) => CritWord.color = v, new Color(1f, 1f, 1f, 1f), 0.2f).SetEase(Ease.OutQuart)); |
| | | sequence.Append(DOTween.To(() => CritWord.color, (Color v) => CritWord.color = v, new Color(1f, 1f, 1f, 0f), 0.3f).SetDelay(0.5f)); |
| | | sequence.AppendCallback(() => { DestroyWord(); }); |
| | | } |
| | | |
| | | private void WordMove(Graphic graphic, bool crit = false) |
| | |
| | | path: Assets/Scenes/Levels/Battle/Endless2D.unity |
| | | guid: 0a54d162fde195c44b566174040916f3 |
| | | - enabled: 0 |
| | | path: Assets/Scenes/Levels/Level1_Prototype/Prototype.unity |
| | | guid: 7bc42fcc9882e4d6481d296b96346475 |
| | | - enabled: 0 |
| | | path: Assets/Scenes/MainMenu.unity |
| | | guid: 52ec9ce582990433ba91d25f0b8a58c0 |
| | | - enabled: 0 |
| | | path: Assets/NiceVibrations/Demos/NiceVibrationsDemo.unity |
| | | guid: a40d966b5d8df3140955c23cdc4994c8 |
| | | - enabled: 0 |
| | | path: Assets/Scenes/Levels/Level1/Level1.unity |
| | | guid: 41171dfb75d104e408c9563c2b91e030 |
| | | - enabled: 0 |
| | | path: Assets/Scenes/Levels/Level2/Level2.unity |
| | | guid: f1f1e0e236a174f65bd47b4b7651d94b |
| | | - enabled: 0 |
| | | path: Assets/Scenes/Levels/Level3/Level3.unity |
| | | guid: 5a958d11acaa34c4a9dff40362183e28 |
| | | - enabled: 0 |
| | | path: Assets/Scenes/Levels/Level4/Level4.unity |
| | | guid: 62bfb8808bad14fdfa68f0e514c68d0c |
| | | - enabled: 0 |
| | | path: Assets/Scenes/Levels/Level5/Level5.unity |
| | | guid: fc4839b9a8d054242a87070a88f6b35c |
| | | m_configObjects: {} |