コード例 #1
0
ファイル: CardVisualizer.cs プロジェクト: hand9004/GaramGame
    public void OnCardInAction(ref SpriteRenderer backgroundSpriteRenderer)
    {
        m_VisualizeEffect = new CardGlowingEffect();

        CardVisualizeEffectData inActionEffectData = new CardVisualizeEffectData.CardVisualizeEffectGlowing(2.0f, 0.3f, Color.cyan);

        m_VisualizeEffect.InitVisualizeEffect(backgroundSpriteRenderer.gameObject, inActionEffectData);
    }
コード例 #2
0
ファイル: CardVisualizer.cs プロジェクト: hand9004/GaramGame
    public void OnCardSelectedInTarget(ref SpriteRenderer backgroundSpriteRenderer)
    {
        m_VisualizeEffect = new CardGlowingEffect();

        CardVisualizeEffectData selectedEffectData = new CardVisualizeEffectData.CardVisualizeEffectGlowing(2.0f, 0.3f, Color.magenta);

        m_VisualizeEffect.InitVisualizeEffect(backgroundSpriteRenderer.gameObject, selectedEffectData);
    }
コード例 #3
0
    public override IEnumerator UpdateVisualizeEffect()
    {
        if (m_EffectTarget != null)
        {
            if (m_GlowingEffectData == null)
            {
                m_GlowingEffectData = (CardVisualizeEffectData.CardVisualizeEffectGlowing)m_VisualizeEffectData;
            }

            if (m_BackgroundRenderer == null)
            {
                m_BackgroundRenderer = m_EffectTarget.GetComponent <SpriteRenderer>();
            }

            m_VisualizeStatus = VisualizeEffectStatus.Progress;
            float glowUpThresholdTime = m_GlowingEffectData.m_EffectTime * 0.5f;
            float glowTimeLength      = m_GlowingEffectData.m_EffectTime - glowUpThresholdTime;
            if (m_CurrentElapsedTime < glowUpThresholdTime)
            {
                float timeStamp   = m_CurrentElapsedTime / glowTimeLength;
                float glowUpAlpha = Mathf.Lerp(m_GlowingEffectData.m_AlphaDownThreshold, 1.0f, timeStamp);

                m_BackgroundRenderer.color = new Color(m_GlowingEffectData.m_GlowingColor.r, m_GlowingEffectData.m_GlowingColor.g,
                                                       m_GlowingEffectData.m_GlowingColor.b, glowUpAlpha);

                m_CurrentElapsedTime += Time.deltaTime;
            }
            else
            {
                if (m_CurrentElapsedTime > m_GlowingEffectData.m_EffectTime)
                {
                    m_CurrentElapsedTime = 0.0f;
                }
                else
                {
                    float timeStamp     = (m_CurrentElapsedTime - glowUpThresholdTime) / glowTimeLength;
                    float glowDownAlpha = Mathf.Lerp(1.0f, m_GlowingEffectData.m_AlphaDownThreshold, timeStamp);

                    m_BackgroundRenderer.color = new Color(m_GlowingEffectData.m_GlowingColor.r, m_GlowingEffectData.m_GlowingColor.g,
                                                           m_GlowingEffectData.m_GlowingColor.b, glowDownAlpha);

                    m_CurrentElapsedTime += Time.deltaTime;
                }
            }
        }

        yield return(null);
    }