From 0d6a2e6d4b9de57a13c2bcb32148e1eb97ef1b1f Mon Sep 17 00:00:00 2001 From: wangguan <wangguan@kt007.com> Date: Tue, 15 Dec 2020 16:53:34 +0800 Subject: [PATCH] 玩家通关打点位置修改为结算的时候统计 --- Assets/Scripts/TowerDefense/UI/TextMoveDoTween.cs | 106 ++++++++++++++++++++++++++++++++++++----------------- 1 files changed, 72 insertions(+), 34 deletions(-) diff --git a/Assets/Scripts/TowerDefense/UI/TextMoveDoTween.cs b/Assets/Scripts/TowerDefense/UI/TextMoveDoTween.cs index 380573b..2e7e5f3 100644 --- a/Assets/Scripts/TowerDefense/UI/TextMoveDoTween.cs +++ b/Assets/Scripts/TowerDefense/UI/TextMoveDoTween.cs @@ -1,6 +1,5 @@ using Core.Utilities; using DG.Tweening; -using System; using TMPro; using UnityEngine; using UnityEngine.UI; @@ -13,16 +12,9 @@ public Image CritWord; - // Start is called before the first frame update - void Start() - { + public Image FrostWord; - } - - // Update is called once per frame - void Update() - { - } + public Image RestrainWord; private float scaleOffect = 1.5f; @@ -34,21 +26,35 @@ /// <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> @@ -58,38 +64,70 @@ /// <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; + 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(); }); + } - WordMove(CritWord, true); + 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) -- Gitblit v1.9.1