示例#1
0
        private IEnumerator delayShowTeamACE()
        {
            // 延迟显示
            yield return(new WaitForSeconds(1f));

            Debug.Log("OnTeamACE");

            if (m_EffectParam != null)
            {
                UEffectManager.Instance.DestroyEffect(UEffectType.UET_EffectPrefab, ref m_EffectParam);
                m_EffectParam = null;
            }

            SWar2ViewMsgAce aceInfo  = LogicDataCenter.recordTableDataManager.SelfCampACE;
            UGradient       gradient = aceRankText.GetComponent <UGradient>();

            gradient.enabled = false;
            if (aceInfo.isWin > 0)
            {
                m_EffectParam = new UEffectPrefabParam(
                    _eType: UEffectPrefabType.UEPT_EndOfBattleWar_Win,
                    _tfAttachParent: AceFrame.transform, _bAutoDestroy: false);
                UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref m_EffectParam);

                exitWarSuccessBtn.gameObject.SetActive(true);
                exitWarFailBtn.gameObject.SetActive(false);
                aceTitleText.text = "“大吉大利,今晚吃鸡!”\n";
                gradient.SetGradientColorKey(new Color32(0xea, 0xb8, 0x30, 0xff), new Color32(0xff, 0xff, 0xff, 0xff));
            }
            else
            {
                m_EffectParam = new UEffectPrefabParam(
                    _eType: UEffectPrefabType.UEPT_EndOfBattleWar_Failure,
                    _tfAttachParent: AceFrame.transform, _bAutoDestroy: false);
                UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref m_EffectParam);

                exitWarSuccessBtn.gameObject.SetActive(false);
                exitWarFailBtn.gameObject.SetActive(true);
                aceTitleText.text = "“再接再厉,早日吃鸡!”";
                gradient.SetGradientColorKey(new Color32(0x7f, 0x9e, 0xb6, 0xff), new Color32(0xff, 0xff, 0xff, 0xff));
            }

            DeadFrame.SetActive(false);
            AceFrame.SetActive(true);
            gradient.enabled = true;
            WarRecordTableDataManager.WarPersonInfo personInfo = LogicDataCenter.recordTableDataManager.getWarPersonInfoByPDBID((ulong)LogicDataCenter.playerSystemDataManager.SelfAcotrID);
            aceKDAText.text  = string.Format("淘汰人数:{0}人, 助攻次数:{1}次", personInfo.nKillNum, personInfo.nAssists);
            aceRankText.text = string.Format("第{0}名", LogicDataCenter.recordTableDataManager.SelfCampACE.nRank);
        }
示例#2
0
        //根据类型选择飘字样式及动画效果
        private void ChooseFontStyle(WarFloatFontType type, string val)
        {
            if (null == t_txt || null == gradient || null == icon || null == m_Anim)
            {
                return;
            }

            t_txt.color    = Color.white;
            t_txt.fontSize = m_Anim.fontSize;
            gradient.SetGradientColorKey(m_Anim.topColor, m_Anim.bottomColor);

            //gradient.vertex1 = m_Anim.topColor;
            //gradient.vertex2 = m_Anim.bottomColor;
            icon.gameObject.SetActive(false);

            Vector3 temp = t_txt.rectTransform.anchoredPosition;

            switch (type)
            {
            case WarFloatFontType.Fatal:
            {
                t_txt.text = val;
                if (null != FatalIcon)
                {
                    int size = m_Anim.fontSize - 4;
                    icon.sprite = FatalIcon;
                    icon.rectTransform.sizeDelta = new Vector2(size, size);
                    icon.gameObject.SetActive(true);
                }
            }
            break;

            case WarFloatFontType.TrueDamage:
            case WarFloatFontType.MagicAttack:
            case WarFloatFontType.PhysicalAttack:
                t_txt.text = val;
                break;

            case WarFloatFontType.Cure:
                t_txt.text = "+" + val;
                break;

            case WarFloatFontType.Coin:
            {
                t_txt.text = "+" + val;
                if (null != coinIcon)
                {
                    int size = m_Anim.fontSize - 4;
                    icon.sprite = coinIcon;
                    icon.rectTransform.sizeDelta = new Vector2(size, size);
                    icon.gameObject.SetActive(true);
                }
            }
            break;

            case WarFloatFontType.LevelUp:
                t_txt.text = "升 级";
                break;

            default:
                break;
            }
            fontFrame.localScale = new Vector3(m_Anim.expandMinPercent, m_Anim.expandMinPercent, m_Anim.expandMinPercent);
            m_Sequence           = DOTween.Sequence();
            m_Sequence.Append(fontFrame.DOScale(m_Anim.expandMaxPercent, m_Anim.expandTime))
            .Insert(0, fontFrame.DOJumpAnchorPos(new Vector2(fontFrame.anchoredPosition.x + m_Anim.xOffset, fontFrame.anchoredPosition.y), m_Anim.jumpPower, 1, m_Anim.disappearTime).SetDelay(m_Anim.expandTime + m_Anim.stagnationTime))
            .Insert(0, fontFrame.DOAnchorPosY(fontFrame.anchoredPosition.y + m_Anim.yOffset, m_Anim.disappearTime).SetDelay(m_Anim.expandTime + m_Anim.stagnationTime))
            .Insert(0, t_txt.DOFade(0, m_Anim.disappearTime).SetDelay(m_Anim.expandTime + m_Anim.stagnationTime))
            .Insert(0, fontFrame.DOScale(0, m_Anim.disappearTime).SetDelay(m_Anim.expandTime + m_Anim.stagnationTime))
            .OnComplete(SequenceComplete);
        }