예제 #1
0
 private void LateUpdate()
 {
     textMesh.color = Color.Lerp(startColor, endColor, colorCurve.Evaluate(timer.GetPercent()));
     if (timer.IsTimeUp)
     {
         gameObject.SetActive(false);
     }
 }
예제 #2
0
 /// <summary>
 /// 更新冷却时间同时改变滑动条和按钮状态,返回是否时间结束
 /// </summary>
 /// <returns>是否结束</returns>
 protected bool UpdateCoolDownAndCheck()
 {
     if (!coolDownTimer.IsTimeUp)
     {
         buttonFullImg.fillAmount = 1 - coolDownTimer.GetPercent();
         return(false);
     }
     buttonFullImg.fillAmount = 0;
     button.interactable      = true;
     return(true);
 }
예제 #3
0
    /// <summary>
    /// 如果勾选消融,更新延时和消融
    /// </summary>
    private void Update()
    {
        if (!isDisslove || !delayTimer.IsTimeUp)
        {
            return;
        }

        if (dissloveTimer.IsStoped)
        {
            dissloveTimer.Start();
        }

        if (dissloveTimer.IsTimeUp)
        {
            gameObject.SetActive(false);
        }
        else
        {
            material.SetFloat("_BurnAmount", dissolveTime.Evaluate(dissloveTimer.GetPercent()));
        }
    }
예제 #4
0
    /// <summary>
    /// 规定时间后隐藏提示
    /// </summary>
    private void Update()
    {
        if (!moveTimer.IsTimeUp)
        {
            rectTransform.localPosition = Vector3.LerpUnclamped(startPos, endPos, moveCurve.Evaluate(moveTimer.GetPercent()));
        }
        else
        {
            rectTransform.localPosition = endPos;
        }

        if (Timer.IsTimeUp)
        {
            Timer.Reset(duration, true);
            gameObject.SetActive(false);
        }
    }
예제 #5
0
 private IEnumerator CrashCoroutine()
 {
     while (!timer.IsTimeUp)
     {
         mesh.material.color = Color.Lerp(normalColor, blinkColor, Mathf.PingPong(Mathf.Repeat(blinkSpeed.Evaluate(timer.GetPercent()), blinkLength), blinkLength / 2f) * (2 * blinkTimes));
         yield return(null);
     }
     base.OnCollision(null);
 }