Commit 9895f0ba authored by czy's avatar czy

优化数字特效

parent e2fd5710
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...@@ -47,8 +47,8 @@ public class BattleCtrl : MonoBehaviour ...@@ -47,8 +47,8 @@ public class BattleCtrl : MonoBehaviour
public bool IsScoreSettlementStatus=false; //是否是分数结算状态 public bool IsScoreSettlementStatus=false; //是否是分数结算状态
public bool IsWin=false; //是否胜利 public bool IsWin=false; //是否胜利
public int Magnification=1;//倍率 public int Magnification=1;//最后得分的倍率。
public int targetScore = 1; public int targetScore = 1; //乘上倍率后的分数。
//更新分数 //更新分数
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m_LightmapFlags: 4 m_LightmapFlags: 4
......
...@@ -7,7 +7,7 @@ Material: ...@@ -7,7 +7,7 @@ Material:
m_CorrespondingSourceObject: {fileID: 0} m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_Name: white m_Name: Color_white
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
m_ShaderKeywords: m_ShaderKeywords:
m_LightmapFlags: 4 m_LightmapFlags: 4
......
...@@ -11,6 +11,7 @@ GameObject: ...@@ -11,6 +11,7 @@ GameObject:
- component: {fileID: 4046205740538686782} - component: {fileID: 4046205740538686782}
- component: {fileID: 4046205740538686780} - component: {fileID: 4046205740538686780}
- component: {fileID: 4046205740538686781} - component: {fileID: 4046205740538686781}
- component: {fileID: 1126372128848782493}
m_Layer: 5 m_Layer: 5
m_Name: 100c m_Name: 100c
m_TagString: Untagged m_TagString: Untagged
...@@ -74,6 +75,18 @@ MonoBehaviour: ...@@ -74,6 +75,18 @@ MonoBehaviour:
m_FillOrigin: 0 m_FillOrigin: 0
m_UseSpriteMesh: 0 m_UseSpriteMesh: 0
m_PixelsPerUnitMultiplier: 1 m_PixelsPerUnitMultiplier: 1
--- !u!225 &1126372128848782493
CanvasGroup:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4046205740538686783}
m_Enabled: 1
m_Alpha: 1
m_Interactable: 1
m_BlocksRaycasts: 1
m_IgnoreParentGroups: 0
--- !u!1 &4370743840750312403 --- !u!1 &4370743840750312403
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
......
...@@ -16,7 +16,8 @@ public class PurseImage : MonoBehaviour ...@@ -16,7 +16,8 @@ public class PurseImage : MonoBehaviour
recTransform = GetComponent<RectTransform>(); recTransform = GetComponent<RectTransform>();
beginPos = recTransform.localPosition; beginPos = recTransform.localPosition;
//targetPos = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width / 2, Screen.height / 2, 0)); //有问题 //targetPos = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width / 2, Screen.height / 2, 0)); //有问题
targetPos =Camera.main.ScreenToViewportPoint(Vector3.one * 0.5f); //targetPos =Camera.main.ScreenToViewportPoint(Vector3.one * 0.5f);
targetPos = Camera.main.ScreenToViewportPoint(new Vector3(0.5f,0.2f,0.5f));
//print(targetPos); //print(targetPos);
} }
...@@ -26,7 +27,7 @@ public class PurseImage : MonoBehaviour ...@@ -26,7 +27,7 @@ public class PurseImage : MonoBehaviour
if (BattleCtrl.instance.isEndBattle) if (BattleCtrl.instance.isEndBattle)
{ {
//游戏结束,钱袋移动到屏幕中心 //游戏结束,钱袋移动到屏幕中心,开始结算。
recTransform.localPosition = Vector3.Lerp(recTransform.localPosition, targetPos, Speed * Time.deltaTime); recTransform.localPosition = Vector3.Lerp(recTransform.localPosition, targetPos, Speed * Time.deltaTime);
if(Vector3.Distance(recTransform.localPosition, targetPos) < 10) if(Vector3.Distance(recTransform.localPosition, targetPos) < 10)
{ {
......
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI;
public class UITextToPurse : MonoBehaviour public class UITextToPurse : MonoBehaviour
{ {
...@@ -9,14 +10,38 @@ public class UITextToPurse : MonoBehaviour ...@@ -9,14 +10,38 @@ public class UITextToPurse : MonoBehaviour
private float timer=0; private float timer=0;
private RectTransform recTransform; private RectTransform recTransform;
private float Speed = 0f; private float Speed = 0f;
private CanvasGroup canvasGrop;
private Vector3 scalTemp;
private bool isToBig=true;
void Start() void Start()
{ {
recTransform = GetComponent<RectTransform>(); recTransform = GetComponent<RectTransform>();
canvasGrop = GetComponentInChildren<CanvasGroup>();
canvasGrop.alpha = 0;
scalTemp = new Vector3(3, 3, 3);
} }
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
//数字 透明变化 和大小变化
canvasGrop.alpha = Mathf.Lerp(canvasGrop.alpha, 1, 10f * Time.deltaTime);
if (isToBig)
{
transform.localScale = Vector3.Lerp(transform.localScale, scalTemp, 10f * Time.deltaTime);
if (Vector3.Distance(transform.localScale, scalTemp) <= 0.5f)
{
scalTemp = new Vector3(1, 1, 1);
isToBig = false;
}
}
else
{
transform.localScale = Vector3.Lerp(transform.localScale, scalTemp, 15f * Time.deltaTime);
}
//停留1秒 //停留1秒
timer += Time.deltaTime; timer += Time.deltaTime;
if(timer< DeltaTime) if(timer< DeltaTime)
......
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