using Core.Utilities;
using DG.Tweening;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class TextMoveDoTween : MonoBehaviour
{
public TextMeshProUGUI bloodText;
public Image SlowDownWord;
public Image CritWord;
public Image FrostWord;
private float scaleOffect = 1.5f;
///
/// 当前的
///
///
///
///
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
// 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;
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(); });
}
///
/// 减速飘字
///
///
///
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(); });
}
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);
}
///
/// 清空当前的DoTweenMove数据并把数据放到Pool中.
///
protected void Remove()
{
Poolable.TryPool(gameObject);
}
private void TextMove(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(Remove);
}
}