示例#1
0
    void Update()
    {
#if UNITY_EDITOR
        if (Input.GetKey(KeyCode.F10))
        {
            Buff_obj.SetActive(true);
            ZEventSystem.Dispatch(EventConst.OnGamePause, true);
            Time.timeScale = true ? 0 : 1;
            GetData(0, false);
        }
        if (Input.GetKey(KeyCode.F11))
        {
            Buff_obj.SetActive(false);
            ZEventSystem.Dispatch(EventConst.OnGamePause, false);
            Time.timeScale = false ? 0 : 1;
            fighter        = null;
        }
#endif
        float deltaLerp = Time.deltaTime * FIGHTMASKSPEED;
        deltaLerp      *= (MaskState == FightMaskState.None ? 0 : (MaskState == FightMaskState.Forward ? 1 : -1));
        _fightMaskLerp += deltaLerp;
        if (_fightMaskLerp < 0 || _fightMaskLerp > 1)
        {
            _fightMaskLerp = Mathf.Clamp01(_fightMaskLerp);
            MaskState      = FightMaskState.None;
            ZEventSystem.Dispatch(EventConst.OnFightMaskOver);
        }
        this.FightMask_img.color = new Color(0, 0, 0, _fightMaskLerp);

        int timeleft = (int)(FightLogic.Instance.RoundTime - FightLogic.Instance.AccRoundTime);
        if (_timeleft != timeleft)
        {
            this.time_txt.text = string.Format("{0}:{1:D2}", timeleft / 60, timeleft % 60);
            _timeleft          = timeleft;
        }

        for (int idx = _treasureEffect.Count - 1; idx >= 0; --idx)
        {
            TreasureEffectObj obj      = _treasureEffect[idx];
            float             deltaDis = Time.deltaTime * TreasureEffectSpeed;
            Vector3           dir      = obj.EndPos - obj.TreasureEffect.transform.position;
            if (dir.sqrMagnitude <= Mathf.Pow(deltaDis, 2))
            {
                GameObject.Destroy(obj.TreasureEffect);
                _treasureEffect.RemoveAt(idx);
                ZEventSystem.Dispatch(EventConst.OnTreasureFlyOver);
            }
            else
            {
                obj.TreasureEffect.transform.position += dir.normalized * deltaDis;
            }
        }
    }
示例#2
0
    public void CreateTreasureEffect(Vector3 worldPos)
    {
        Vector3 followPoint = FightUnitInfoView.OUT_SCREEN;
        {
            Vector2 targetScreenPosition = Camera.main.WorldToScreenPoint(worldPos);
            if (!RectTransformUtility.ScreenPointToWorldPointInRectangle(this.Treasure_rect, targetScreenPosition,
                                                                         CanvasView.Instance.uicamera, out followPoint))
            {
                Debug.LogErrorFormat("计算位置失败:{0}", worldPos);
            }
        }
        TreasureEffectObj obj = new TreasureEffectObj();

        obj.TreasureEffect = GameObject.Instantiate(TreasureEffect);
        obj.TreasureEffect.transform.SetParent(this.Treasure_rect.transform, false);
        obj.TreasureEffect.transform.position = followPoint;
        obj.StartPos = followPoint;
        obj.EndPos   = this.treasureicon_rect.transform.position;
        _treasureEffect.Add(obj);
    }