From 0cea50e11c3a6d1e247e60dc02e7bf2569a3b5f1 Mon Sep 17 00:00:00 2001 From: chenxin <chenxin6991@163.com> Date: Sat, 12 Dec 2020 18:20:13 +0800 Subject: [PATCH] 火不够范围也能打泡泡bug --- Assets/Scripts/TowerDefense/UI/TextMoveDoTween.cs | 180 +++++++++++++++++++++++++++++++++++++++++++++++++++++------ 1 files changed, 160 insertions(+), 20 deletions(-) diff --git a/Assets/Scripts/TowerDefense/UI/TextMoveDoTween.cs b/Assets/Scripts/TowerDefense/UI/TextMoveDoTween.cs index 6e997f1..2e7e5f3 100644 --- a/Assets/Scripts/TowerDefense/UI/TextMoveDoTween.cs +++ b/Assets/Scripts/TowerDefense/UI/TextMoveDoTween.cs @@ -1,10 +1,6 @@ using Core.Utilities; using DG.Tweening; -using System; -using System.Collections; -using System.Collections.Generic; using TMPro; -using TowerDefense.UI.HUD; using UnityEngine; using UnityEngine.UI; @@ -12,16 +8,13 @@ { public TextMeshProUGUI bloodText; - // Start is called before the first frame update - void Start() - { + public Image SlowDownWord; - } + public Image CritWord; - // Update is called once per frame - void Update() - { - } + public Image FrostWord; + + public Image RestrainWord; private float scaleOffect = 1.5f; @@ -33,21 +26,168 @@ /// <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; + 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(); }); + } - bloodText.text = text; - this.TextMove(bloodText, crit); + /// <summary> + /// 减速飘字 + /// </summary> + /// <param name="x"></param> + /// <param name="y"></param> + public void FloatSlowDownWord(float x, float y) + { + Vector3 pos = SlowDownWord.transform.position; + pos.x = x; + pos.y = y; + pos.z = 0; + SlowDownWord.transform.position = pos; + + 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) + { + Vector3 pos = CritWord.transform.position; + pos.x = x; + pos.y = y; + pos.z = 0; + CritWord.transform.position = pos; + + 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 + 70, CritWord.transform.position.y + 20, 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(); }); + } + + public void FloatFrostWord(float x, float y) + { + Vector3 pos = FrostWord.transform.position; + pos.x = x; + pos.y = y; + pos.z = 0; + FrostWord.transform.position = pos; + + 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 - 50, FrostWord.transform.position.y + 50, 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(); }); + } + + public void FloatRestrainWord(float x, float y) + { + Vector3 pos = RestrainWord.transform.position; + pos.x = x; + pos.y = y; + pos.z = 0; + RestrainWord.transform.position = pos; + + Sequence sequence = DOTween.Sequence(); + RestrainWord.color = new Color(1f, 1f, 1f, 0.8f); + sequence.Join(DOTween.To(() => RestrainWord.transform.position, (Vector3 v) => RestrainWord.transform.position = v, + new Vector3(RestrainWord.transform.position.x - 50 + UnityEngine.Random.Range(-15, 15), RestrainWord.transform.position.y + 50 + UnityEngine.Random.Range(-15, 15), RestrainWord.transform.position.z), 0.2f)); + sequence.Append(DOTween.To(() => RestrainWord.color, (Color v) => RestrainWord.color = v, new Color(1f, 1f, 1f, 1f), 0.2f).SetEase(Ease.OutQuart)); + sequence.Append(DOTween.To(() => RestrainWord.color, (Color v) => RestrainWord.color = v, new Color(1f, 1f, 1f, 0f), 0.3f).SetDelay(0.5f)); + sequence.AppendCallback(() => { DestroyWord(); }); + } + + private void WordMove(Graphic graphic, bool crit = false) + { + //获得Text的rectTransform,和颜色,并设置颜色微透明 + RectTransform rect = graphic.rectTransform; + + Color color = graphic.color; + + graphic.color = new Color(color.r, color.g, color.b, 0); + + //设置一个DOTween队列 + Sequence textMoveSequence = DOTween.Sequence(); + + System.Random rd = new System.Random(); + + + //设置Text移动和透明度的变化值\ + float baseTime = 0.3f; + if (crit) + baseTime = 0.2f; + float scaleUp = 1.8f * scaleOffect; + if (crit) + scaleUp = 2.2f * scaleOffect; + float scaleVec = Screen.height / 2400f; + int basey = rd.Next((int)(100 * scaleVec), (int)(180 * scaleVec)); + if (crit) + basey = rd.Next((int)(150 * scaleVec), (int)(210 * scaleVec)); + + int basex; + if (crit) + basex = rd.Next(-30, 30); + else + basex = rd.Next(35, 55); + + Tweener textMove01 = rect.DOMoveY(rect.position.y + basey, baseTime); + Tweener textMovex = rect.DOMoveX(rect.position.x + basex, baseTime); + Tweener textMove02 = rect.DOMoveY(rect.position.y + basey + (int)(60 * scaleVec), baseTime); + Tweener textColor01 = graphic.DOColor(new Color(color.r, color.g, color.b, 1), baseTime); + Tweener textColor02 = graphic.DOColor(new Color(color.r, color.g, color.b, 0), baseTime); + Tweener textScale = rect.DOScale(scaleUp, 0.25f); + + //Append 追加一个队列,Join 添加一个队列 + //中间间隔一秒 + //Append 再追加一个队列,再Join 添加一个队列 + textMoveSequence.Append(textMove01); + textMoveSequence.Join(textMovex); + textMoveSequence.Join(textColor01); + // 中断一下. + textMoveSequence.AppendInterval(0.3f + (float)rd.NextDouble() * 0.3f); + // 向上变大淡出 + textMoveSequence.Append(textMove02); + textMoveSequence.Join(textColor02); + textMoveSequence.Join(textScale); + textMoveSequence.AppendCallback(DestroyWord); + } + + protected void DestroyWord() + { + Destroy(gameObject); } /// <summary> -- Gitblit v1.9.1