//物体到达目的地后四散消失的特效 private IEnumerator GoAway() { List <Vector3> itm_Yie = new List <Vector3>(); for (int j = 0; j < gameObjects.Length; j++) { yield return(null); itm_Yie.Add(gameObjects[j].transform.position + new Vector3(Random.Range(-0.2f, 0.2f), 0, Random.Range(-0.3f, 0.2f))); } for (float i = 0; i < 0.5f; i += 0.005f) { for (int j = 0; j < gameObjects.Length; j++) { if (gameObjects[j] == inster.transform) { continue; } gameObjects[j].transform.position = Vector3.Lerp(gameObjects[j].transform.position, itm_Yie[j], i); gameObjects[j].localScale = (0.1f - 0.2f * i) * Vector3.one; } yield return(null); } Destroy(inster); Event_OnStepOver?.Invoke(); yield return(new WaitForSeconds(WaitTime)); Event_OnWaitTimeOver?.Invoke(); }
IEnumerator Alwa() { Event_OnStepOver?.Invoke(); yield return(new WaitForSeconds(WaitTime)); ForGroupHaveDone = false; Event_OnWaitTimeOver?.Invoke(); }
IEnumerator UILineGo() { for (int i = 0; i < UIlineGroups.Length; i++) { UIlineGroups[i].EnegyHasCome = true; while (!UIlineGroups[i].ForGroupHaveDone) { yield return(null); } } foreach (var item in UIlineGroups) { item.EnegyHasCome = false; item.thisimg.fillAmount = 0; Destroy(item); } Event_OnStepOver?.Invoke(); yield return(new WaitForSeconds(WaitTime)); Event_OnWaitTimeOver?.Invoke(); }