/// <summary>扣血</summary> public void OnEvent_ShowHP(E_HPType flag = 0) { AnimationPrefabEventData vo = new AnimationPrefabEventData(); vo.HPPosition = TransHP.transform.position; Facade.Instance.SendNotification(NotificationID.Fight_AddHp, vo); }
private void OnRec_AddHpEffect(INotification noti) { AnimationPrefabEventData vo = noti.Body as AnimationPrefabEventData; UILabel lab = GameObject.Instantiate(m_Panel.addHPLabel); lab.transform.SetParent(m_Panel.transform); lab.transform.localScale = Vector3.one; lab.gameObject.SetActive(true); Vector3 screenPos = PVPManager.Instance.FightCamera.WorldToScreenPoint(vo.HPPosition); screenPos.z = 0; lab.transform.position = Main.CameraUI.ScreenToWorldPoint(screenPos); Vector3 endPos = lab.transform.position; endPos.y += 0.5f; lab.transform.DOMove(endPos, 1f).OnComplete(delegate() { GameObject.DestroyObject(lab.gameObject); }); }