| | |
| | | if (frostProbabilityAdd != null) |
| | | { |
| | | float probaility = frostProbabilityAdd.GetFrostProbaility(elfId); |
| | | float random = UnityEngine.Random.Range(0, 1); |
| | | float random = UnityEngine.Random.Range(0f, 1f); |
| | | |
| | | if (random <= probaility) |
| | | needFrost = true; |
| | |
| | | Sequence sequence = DOTween.Sequence(); |
| | | FrostWord.color = new Color(1f, 1f, 1f, 0.8f); |
| | | sequence.Join(DOTween.To(() => FrostWord.transform.position, (Vector3 v) => FrostWord.transform.position = v, |
| | | new Vector3(FrostWord.transform.position.x + 70 + UnityEngine.Random.Range(-15, 15), FrostWord.transform.position.y + 70 + UnityEngine.Random.Range(-15, 15), FrostWord.transform.position.z), 0.2f)); |
| | | new Vector3(FrostWord.transform.position.x + 100 + UnityEngine.Random.Range(-15, 15), FrostWord.transform.position.y + 100 + UnityEngine.Random.Range(-15, 15), FrostWord.transform.position.z), 0.2f)); |
| | | sequence.Append(DOTween.To(() => FrostWord.color, (Color v) => FrostWord.color = v, new Color(1f, 1f, 1f, 1f), 0.2f).SetEase(Ease.OutQuart)); |
| | | sequence.Append(DOTween.To(() => FrostWord.color, (Color v) => FrostWord.color = v, new Color(1f, 1f, 1f, 0f), 0.3f).SetDelay(1f)); |
| | | sequence.AppendCallback(() => { DestroyWord(); }); |