/// <summary> /// 创建大血条 /// </summary> private void CreateBossBlood() { if (null == BossBlood) { BossBlood = InstanceUBossBlood(); if (null == BossBlood) { Trace.LogError("UGUI -- BossBlood创建失败!"); } else { BloodCanvasNode bcn = new BloodCanvasNode(); BossBlood.Init(null, 0, BloodStyleType.Boss, bcn); BossBlood.SetMaxValue(100); BossBlood.SetCurValue(100); UpdateBossBloodAndTowerSoldier(null, false); BossBlood.SetPositionDirectly_ScreenPoint(OrginalBossBloodPos); } } }
/// <summary> /// 抖动大血条 /// </summary> private void JitterBossBlood() { if (!bBossBloodJitter || null == BossBlood) { return; } JitterTimer += Time.deltaTime; if (JitterTimer > JitterDuration) { bBossBloodJitter = false; JitterTimer = 0.0f; BossBlood.SetPositionDirectly_ScreenPoint(OrginalBossBloodPos); } Vector3 JitterPos = new Vector3(); JitterPos.x = UnityEngine.Random.Range(BossBloodJitterX.x, BossBloodJitterX.y) + OrginalBossBloodPos.x; JitterPos.y = UnityEngine.Random.Range(BossBloodJitterY.x, BossBloodJitterY.y) + OrginalBossBloodPos.y; JitterPos.z = 0; BossBlood.SetPositionDirectly_ScreenPoint(JitterPos); }