/// <summary> /// 死亡动画 /// </summary> /// <param name="delayTotal"></param> protected virtual void DeathAnimation(float delayTotal) { //播放死亡动画 if (Prefab_GoAniDead == null) { return; } var goDieAnimation = Pool_GameObj.GetObj(Prefab_GoAniDead); goDieAnimation.GetComponent <tk2dSprite>().color = Colour; var goDieAniTs = goDieAnimation.transform; goDieAnimation.SetActive(true); goDieAniTs.parent = GameMain.Singleton.FishGenerator.transform; goDieAniTs.position = new Vector3(MTs.position.x, MTs.position.y, MTs.position.z); goDieAniTs.rotation = MTs.rotation; var dshadow = YxShadow.AddShadow(goDieAnimation); dshadow.SetRecycleShadowModel(Prefab_GoAniDead, goDieAniTs, delayTotal); var fishRecycleDelay = goDieAnimation.AddComponent <RecycleDelay>(); fishRecycleDelay.delay = delayTotal; fishRecycleDelay.Prefab = Prefab_GoAniDead; }
protected virtual void SetFishBack() { if (Back == null) { return; } var back = Instantiate(Back); var bts = back.transform; bts.parent = transform; bts.localPosition = new Vector3(0, 0, swimmer.SwimDepth + 0.01f); bts.localRotation = Quaternion.identity; bts.localScale = Vector3.one; var shadow = YxShadow.AddShadow(gameObject); shadow.SetShadowModel(Back, back.transform); }
protected override void SetFishBack() { if (Back == null) { return; } var count = Positions.Length; if (count < 1) { return; } _aniSprites = new tk2dSpriteAnimator[count]; for (var i = 0; i < count; i++) { var lpos = Positions[i]; var back = Instantiate(Back); back.transform.parent = transform; back.transform.localPosition = new Vector3(lpos.x, lpos.y, swimmer.SwimDepth + 0.01f); var shadow = YxShadow.AddShadow(back); shadow.SetShadowModel(Back, back.transform); } }