コード例 #1
0
 private void RenderSpellCardLife()
 {
     if (_scLifeState == eSpellCardLifeState.Creating)
     {
         _scLifeTime++;
         // 缩放
         float scale = MathUtil.GetEaseOutQuadInterpolation(SpellCardLifeCreatingScale, 1, _scLifeTime, SpellCardLifeCreatingDuration);
         _scLifeTf.localScale = new Vector3(scale, scale, 1);
         scale = MathUtil.GetEaseOutQuadInterpolation(SpellCardLifeBorderCreatingScale, 1, _scLifeTime, SpellCardLifeCreatingDuration);
         _scLifeBorderTf.localScale = new Vector3(scale, scale, 1);
         // 旋转
         _scLifeTf.localEulerAngles       = new Vector3(0, 0, SpellCardLifeOmega * _scLifeTime);
         _scLifeBorderTf.localEulerAngles = new Vector3(0, 0, -SpellCardLifeOmega * _scLifeTime);
         if (_scLifeTime >= SpellCardLifeCreatingDuration)
         {
             _scLifeState = eSpellCardLifeState.Normal;
         }
     }
     else if (_scLifeState == eSpellCardLifeState.Normal)
     {
         _scLifeTime++;
         // 旋转
         _scLifeTf.localEulerAngles       = new Vector3(0, 0, SpellCardLifeOmega * _scLifeTime);
         _scLifeBorderTf.localEulerAngles = new Vector3(0, 0, -SpellCardLifeOmega * _scLifeTime);
         // 根据血量缩放
         float factor = 1 - _curHp / _maxHp;
         float scale  = Mathf.Lerp(1, SpellCardLifeEndScale, factor);
         _scLifeTf.localScale       = new Vector3(scale, scale, 1);
         _scLifeBorderTf.localScale = new Vector3(scale, scale, 1);
     }
 }
コード例 #2
0
 public void ShowSpellCardHpAura(bool isShow)
 {
     if (_isShowSCHpAura != isShow)
     {
         _isShowSCHpAura = isShow;
         _scLifeGo.SetActive(isShow);
         if (isShow)
         {
             _scLifeState               = eSpellCardLifeState.Creating;
             _scLifeTime                = 0;
             _scLifeTf.localScale       = new Vector3(SpellCardLifeCreatingScale, SpellCardLifeCreatingScale, 1);
             _scLifeBorderTf.localScale = new Vector3(SpellCardLifeBorderCreatingScale, SpellCardLifeBorderCreatingScale, 1);
         }
     }
 }