예제 #1
0
 /// <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);
         }
     }
 }
예제 #2
0
        /// <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);
        }