Beispiel #1
0
    void Start()
    {
        foreach (Transform t in GetComponentsInChildren <Transform>())
        {
            switch (t.name)
            {
            case "Particle":
                Particle = t.gameObject;
                break;

            case "Halo":
                Halo = t.gameObject;
                break;

            case "Soul":
                Soul = t.gameObject;
                break;

            default:
                break;
            }
        }

        originPos      = transform.position;
        originPos_Halo = Halo.transform.position;

        if (isNone)
        {
            Halo.SetActive(false);
            Particle.SetActive(false);
        }
    }
Beispiel #2
0
    IEnumerator IE_getEnergy()
    {
        isNone = true;

        Halo.SetActive(true);
        Halo.transform.parent = null;
        Halo.GetComponent <TrailRenderer>().enabled = true;

        //第一段动画
        {
            float   _time0 = 0;
            Vector3 _dir   = Halo.transform.position - CharacterControl.instance.transform.position;
            Vector3 _dir_2 = Vector3.Cross(_dir, Vector3.back);
            _dir.z = 0;
            Vector3 p1, p2;
            p1   = Halo.transform.position + _dir * 0.9f;
            p2   = (CharacterControl.instance.transform.position + Halo.transform.position) / 2.0f + _dir_2 * 0.8f;
            p1.z = 0;
            p2.z = 0;
            while (_time0 < first_animation_duration)
            {
                _time0 += Time.deltaTime;
                float t = _time0 / first_animation_duration;
                Halo.transform.position = GameFunction.BezierLine(Halo.transform.position, CharacterControl.instance.transform.position + Vector3.up * 1, p1, p2, t);

                yield return(null);
            }
        }

        //第二段动画
        {
            Energy.SetActive(false);

            float          _time0            = 0;
            Vector3        originScale_Halo  = Halo.transform.localScale;
            SpriteRenderer SR_BG             = BG.GetComponent <SpriteRenderer>();
            Color          originColor_BG    = SR_BG.color;
            SpriteRenderer SR_Stone          = Stone.GetComponent <SpriteRenderer>();
            Color          originColor_Stone = SR_Stone.color;
            SpriteRenderer SR_Halo           = Halo.GetComponent <SpriteRenderer>();
            while (_time0 < second_animation_duration)
            {
                _time0 += Time.deltaTime;
                float t = _time0 / second_animation_duration;
                Halo.transform.localScale = Vector3.Lerp(originScale_Halo, Vector3.one * 10f, t);
                SR_Halo.color             = Color.Lerp(SR_Halo.color, new Color(1, 1, 1, 0), t);
                SR_BG.color    = Color.Lerp(originColor_BG, Color.black, t);
                SR_Stone.color = Color.Lerp(originColor_Stone, Color.black, t);

                yield return(null);
            }
            SR_BG.sortingOrder = 0;
            Stone.SetActive(false);
            Halo.SetActive(false);
            Particle.SetActive(false);
        }
        Bag.getInstance().AddArmsFragment(1);
    }
Beispiel #3
0
    void Start()
    {
        foreach (Transform t in GetComponentsInChildren <Transform>())
        {
            switch (t.name)
            {
            case "Soul":
                Soul = t.gameObject;
                break;

            case "Halo":
                Halo = t.gameObject;
                break;

            case "Bloom":
                Bloom = t.gameObject;
                break;

            case "Eye":
                Eye = t.gameObject;
                break;

            case "Eye2":
                Eye2 = t.gameObject;
                break;

            case "Particle":
                Particle = t.gameObject;
                break;

            case "Aperture":
                Aperture = t.gameObject;
                t.gameObject.SetActive(false);
                break;

            default:
                break;
            }
        }
        animator  = GetComponent <Animator>();
        originPos = transform.position;

        if (isNone)
        {
            Halo.SetActive(false);
            Eye.GetComponent <SpriteRenderer>().color  = Color.white * 0.3f;
            Eye2.GetComponent <SpriteRenderer>().color = Color.white * 0.3f;
            Particle.SetActive(false);

            this.enabled = false;
        }
    }
Beispiel #4
0
    void Start()
    {
        foreach (Transform t in GetComponentsInChildren <Transform>())
        {
            switch (t.name)
            {
            case "BG":
                BG = t.gameObject;
                break;

            case "Stone":
                Stone = t.gameObject;
                break;

            case "Halo":
                Halo = t.gameObject;
                break;

            case "Energy":
                Energy = t.gameObject;
                break;

            case "Particle":
                Particle = t.gameObject;
                break;

            default:
                break;
            }
        }

        if (!isNone)
        {
            originPos_Stone   = Stone.transform.position;
            originScale_Stone = Stone.transform.localScale;
            originPos         = transform.position;
        }
        else
        {
            Particle.SetActive(false);
            Stone.SetActive(false);
            BG.GetComponent <SpriteRenderer>().color = Color.black;
        }
        Halo.SetActive(false);
    }
Beispiel #5
0
    IEnumerator IE_getSoul()
    {
        isNone = true;

        Halo.GetComponent <TrailRenderer>().enabled = true;

        float   _time0 = 0;
        Vector3 t_originPos_Halo = Halo.transform.position;
        Vector3 p1, p2;
        Vector3 _dir   = Halo.transform.position - CharacterControl.instance.transform.position;
        Vector3 _dir_2 = Vector3.Cross(_dir, Vector3.back);

        _dir.z   = 0;
        _dir_2.z = 0;
        p1       = Halo.transform.position + _dir * 2f;
        p2       = (CharacterControl.instance.transform.position + Halo.transform.position) / 2.0f + _dir_2 * 1f;
        p1.z     = 0;
        p2.z     = 0;
        while (_time0 < animation_duration)
        {
            _time0 += Time.deltaTime;
            float t = _time0 / animation_duration;
            Halo.transform.position = BezierLine(t_originPos_Halo, CharacterControl.instance.transform.position + Vector3.up, p1, p2, t);

            yield return(null);
        }
        CharacterAttribute.GetInstance().add_HP(CharacterAttribute.GetInstance().MaxHP);

        _time0 = 0;
        Soul.SetActive(false);
        SpriteRenderer t_SR = Halo.GetComponent <SpriteRenderer>();

        while (_time0 < duration_expand)
        {
            _time0 += Time.deltaTime;
            float t = _time0 / duration_expand;
            Halo.transform.localScale = Vector3.Lerp(Halo.transform.localScale, Vector3.one * 6f, t);
            t_SR.color = Color.Lerp(t_SR.color, new Color(1, 1, 1, 0), t);

            yield return(null);
        }

        Particle.SetActive(false);
        Halo.SetActive(false);
    }
Beispiel #6
0
    IEnumerator IE_getNewSoul()  //获得新灵魂动画
    {
        isAnimation = true;
        CharacterControl.instance.setInputNone();
        yield return(new WaitForSeconds(first_animation_waitTime));

        animator.enabled = false;
        Halo.GetComponent <TrailRenderer>().enabled = true;
        Particle.SetActive(false);
        Aperture.SetActive(true);

        {
            Vector3        targetPos = Halo.transform.position + new Vector3(0, first_animation_height, 0);
            Vector3        t_originPos = Halo.transform.position;
            Vector3        t_vec3 = Vector3.zero;
            SpriteRenderer t_SR = Aperture.GetComponent <SpriteRenderer>();
            float          _time0 = 0, _time1 = 0;
            const float    Aperture_duration = 0.4f;
            while (_time0 < first_animation_duration)  //第一段动画
            {
                if (_time1 > 0.2f * Aperture_duration)
                {
                    _time0 += (Time.deltaTime * ((first_animation_duration * 1.6f - _time0) / first_animation_duration));
                }

                _time1  += Time.deltaTime;
                t_vec3   = Vector3.Lerp(t_originPos, targetPos, _time0 / first_animation_duration);
                t_vec3.x = Mathf.Sin(_time0 * 3) * 0.7f + originPos.x;
                Halo.transform.position = t_vec3;

                if (_time1 < Aperture_duration * 1.1f)  //光圈扩大后开始动画
                {
                    float timeScale = _time1 / Aperture_duration;
                    Aperture.transform.localScale = Vector3.Lerp(Vector3.zero, Vector3.one * 20, timeScale);
                    t_SR.color = Color.Lerp(Color.white, new Color(1, 1, 1, 0), timeScale);
                }

                yield return(null);
            }
            Aperture.SetActive(false);
        }

        //第二段动画
        {
            float   _time0 = 0;
            Vector3 t_originPos = Halo.transform.position;
            Vector3 p1, p2;
            Vector3 _dir   = Halo.transform.position - CharacterControl.instance.transform.position;
            Vector3 _dir_2 = Vector3.Cross(_dir, Vector3.back);
            Halo.GetComponent <TrailRenderer>().time *= 0.3f;
            _dir.z   = 0;
            _dir_2.z = 0;
            p1       = Halo.transform.position + _dir * 0.8f;
            p2       = (CharacterControl.instance.transform.position + Halo.transform.position) / 2.0f + _dir_2 * 0.7f;
            p1.z     = 0;
            p2.z     = 0;
            while (_time0 < second_animation_duration)
            {
                _time0 += (Time.deltaTime * (_time0 + 0.4f * second_animation_duration) / second_animation_duration);
                float t = _time0 / second_animation_duration;
                Halo.transform.position = BezierLine(t_originPos, CharacterControl.instance.transform.position + Vector3.up, p1, p2, t);

                yield return(null);
            }
        }

        //第三段动画
        {
            Soul.SetActive(false);

            float          _time0   = 0;
            SpriteRenderer t_SR     = Halo.GetComponent <SpriteRenderer>();
            SpriteRenderer bloom_SR = Bloom.GetComponent <SpriteRenderer>();
            while (_time0 < third_animation_duration)
            {
                _time0 += Time.deltaTime;
                float t = _time0 / third_animation_duration;
                Halo.transform.localScale = Vector3.Lerp(Halo.transform.localScale, Vector3.one * 30f, t);
                t_SR.color     = Color.Lerp(t_SR.color, new Color(1, 1, 1, 0), t);
                bloom_SR.color = Color.Lerp(bloom_SR.color, new Color(1, 1, 1, 0), t);

                yield return(null);
            }
            Halo.SetActive(false);
            Eye.GetComponent <SpriteRenderer>().color  = Color.white * 0.3f;
            Eye2.GetComponent <SpriteRenderer>().color = Color.white * 0.3f;
        }

        CharacterAttribute.GetInstance().add_MaxHP(1);
        CharacterControl.instance.getInput();

        isAnimation  = false;
        this.enabled = false;
        isNone       = true;
    }