예제 #1
0
        /// <summary>
        /// 创建Besize曲线的Action
        /// </summary>
        /// <param name="targetTF">Target T.</param>
        /// <param name="startPos">Start position.</param>
        /// <param name="endPos">End position.</param>
        /// <param name="showTime">Show time.</param>
        /// <param name="config">Config.</param>
        public static MTBezierTo CreateBesizeAction(Transform targetTF, Vector3 startPos, Vector3 endPos, float showTime, BesizeControlConfig config, BesizeControlConfig config2)
        {
            bool left = MTRandom.GetRandomInt(1, 2) > 1;

            Vector3 controller1;

            EffectUtil.BesizeControlPos(startPos, endPos, config, out controller1, out controller1, left);
            controller1.z = 0;

            Vector3 controller2;

            EffectUtil.BesizeControlPos(startPos, endPos, config2, out controller2, out controller2, left);
            controller2.z = 0;

            startPos      = targetTF.InverseTransformPoint(startPos);
            startPos.z    = 0;
            endPos        = targetTF.InverseTransformPoint(endPos);
            endPos.z      = 0;
            controller1   = targetTF.InverseTransformPoint(controller1);
            controller1.z = 0;
            controller2   = targetTF.InverseTransformPoint(controller2);
            controller2.z = 0;

            MTBezierConfig bconfig = new MTBezierConfig();

            bconfig.ControlPoint1 = controller1;
            bconfig.ControlPoint2 = controller2;
            bconfig.EndPosition   = endPos;

            return(new MTBezierTo(showTime, bconfig));
        }
예제 #2
0
        void RunTo(Vector3 startPos, Vector3 endPos, float delayTime, float showTime, TrailConfig config)
        {
            StartCoroutine(CurveAction(startPos, endPos, Vector3.up, delayTime, showTime));
            Destroy(gameObject, delayTime + showTime);
            return;             //----------------------curve---------------

            int   minAngle = config.MinAngle;
            int   maxAngle = config.MaxAngle;
            float minDist  = config.MinDistRatio;
            float maxDist  = config.MaxDistRatio;

            int angle = UnityEngine.Random.Range(minAngle, maxAngle);

            if (MTRandom.GetRandomInt(1, 2) > 1)
            {
                angle = -angle;
            }

            Vector3 dis = new Vector3(endPos.x - startPos.x, endPos.y - startPos.y, 0);
            float   r   = Mathf.Atan2(dis.y, dis.x) * 180 / Mathf.PI;

            angle += (int)r;

            //计算两点之间随机值
            float   dist      = UnityEngine.Random.Range(minDist, maxDist);
            Vector3 middlePos = Vector3.Lerp(startPos, endPos, dist);

            dist = Vector3.Distance(startPos, middlePos);

//		middlePos = Vector3.RotateTowards

            float distx = Mathf.Cos(angle) * dist;
            float disty = Mathf.Sin(angle) * dist;

            Vector3 c1 = new Vector3(distx + startPos.x, disty + startPos.y, 0);

//		c1 = new Vector3 (c1.x / 100, c1.y / 100, 0);
//		endPos = new Vector3 (endPos.x / 100, endPos.y / 100, 0);

            MTBezierConfig bconfig = new MTBezierConfig();

            bconfig.ControlPoint1 = c1;
            bconfig.ControlPoint2 = c1;
            bconfig.EndPosition   = endPos;

            MTBezierTo action = new MTBezierTo(showTime, bconfig);

//		trail.gameObject.RunAction (action);
            trail.gameObject.RunActions(new MTDelayTime(delayTime), action, new MTDestroy());



//		MTMoveTo action = new MTMoveTo (showTime, endPos);
//		trail.gameObject.RunAction (action);
        }
예제 #3
0
    public void DestoryAndGenCoin()
    {
        int m = MTRandom.GetRandomInt(0, 2);

        if (m == 0)
        {
            var coin = Instantiate <GameObject>(ResMgr.Current.CoinPrefab);
            coin.transform.position = transform.position;
            SoundMgr.Current.PlayCoinCameOut();
        }
        DestroyCell();
    }
예제 #4
0
    public void SetPow(int n)
    {
        pow = n;
        var bgColor   = ResMgr.Current.cbg[n];
        var cellColor = ResMgr.Current.Colors[n];

        SetCenterColor(cellColor);
        SetBgColor(bgColor);
        if (pow < BOMBINDEX)
        {
            number        = (int)System.Math.Pow(2, n);
            Number.sprite = ResMgr.Current.Numbers[n];
        }
        else
        {
            LevelMgr.Current.OnGenBomb();
            _cellType = CellType.Bomb;
            int index = MTRandom.GetRandomInt(0, 4);

            _bombType     = (BombType)index;
            Number.sprite = ResMgr.Current.Bombs[index];
        }
    }