void CreateRandomDanmu(string showstr) { Color color = new Color(Random.Range(0, 1f), Random.Range(0, 1f), Random.Range(0, 1f)); DanMuPosType posType = DanMuPosType.RightToLeft; int dur = Random.Range(0, 5); switch (dur) { case 0: posType = DanMuPosType.RightToLeft; break; case 1: posType = DanMuPosType.LeftToRight; break; case 2: posType = DanMuPosType.TopToBottom; break; case 3: posType = DanMuPosType.BottomToTop; break; case 4: posType = DanMuPosType.Stay; break; } CreateOneDanMu(showstr, color, posType, Random.Range(10f, 15f)); }
private void Move(DanMuPosType postype, float showTime) { switch (posType) { case DanMuPosType.RightToLeft: MoveRightToLeft(showTime); break; case DanMuPosType.LeftToRight: MoveLeftToRight(showTime); break; case DanMuPosType.TopToBottom: MoveTopToBottom(showTime); break; case DanMuPosType.BottomToTop: MoveBottomToTop(showTime); break; case DanMuPosType.Stay: MoveStay(showTime); break; } StartCoroutine(DestorySelf()); }
void CreateOneDanMu(string showStr, Color showColor, DanMuPosType posType, float ShowSpeed) { GameObject newText = GameObject.Instantiate(DanMuTextPrefeb) as GameObject; newText.GetComponent <DanMuText>().Create(showStr, showColor, posType, ShowSpeed); newText.transform.parent = Panel.transform; }
public void Create(string showStr, Color showColor, DanMuPosType posType, float showTime) { //显示字 ShowStr = showStr; text.text = showStr; //颜色 ShowColor = showColor; text.color = showColor; Debug.Log(text.color); PosType = posType; ShowTime = showTime; Move(posType, showTime); }