飘字左右变化,兔兔猫动画矫正
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@ -10,11 +10,16 @@ public class SnowHpControl : MonoBehaviour
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public float moveDistance = 5f; // 跳跃的水平距离
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public float moveDistance = 5f; // 跳跃的水平距离
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public float fadeDuration = 0.5f; // 消失时间
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public float fadeDuration = 0.5f; // 消失时间
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public Canvas targetCanvas; // 目标画布,用于确保UI元素在该画布上移动
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public Canvas targetCanvas; // 目标画布,用于确保UI元素在该画布上移动
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public int direction;//ÏÔʾ·½Ïò
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private Renderer rend; // 用于获取物体的Renderer来控制透明度
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private Renderer rend; // 用于获取物体的Renderer来控制透明度
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private Vector3 initialPosition;
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private Vector3 initialPosition;
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void Start()
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void Start()
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{
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}
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public void CreateText()
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{
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{
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targetCanvas = transform.parent.GetComponent<Canvas>();
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targetCanvas = transform.parent.GetComponent<Canvas>();
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@ -34,7 +39,16 @@ public class SnowHpControl : MonoBehaviour
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}
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}
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// 随机初始化位置(在初始位置附近)
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// 随机初始化位置(在初始位置附近)
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float randomX = Random.Range(moveDistance / 4f, moveDistance);
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float randomX;
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if (direction == 1)
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{
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randomX = Random.Range(moveDistance / 4f, moveDistance)+moveDistance/2;
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}
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else
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{
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randomX = Random.Range(-moveDistance, -moveDistance / 4f)-moveDistance/2;
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}
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float randomY = Random.Range(-moveDistance / 4f, 0); // 在Y轴上也加一点随机性
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float randomY = Random.Range(-moveDistance / 4f, 0); // 在Y轴上也加一点随机性
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transform.position = initialPosition;
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transform.position = initialPosition;
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@ -47,7 +61,7 @@ public class SnowHpControl : MonoBehaviour
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Sequence sequence = DOTween.Sequence();
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Sequence sequence = DOTween.Sequence();
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// 1. 跳跃并逐渐变大
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// 1. 跳跃并逐渐变大
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sequence.Append(transform.DOJump(new Vector3(initialPosition.x + randomX + moveDistance, initialPosition.y+randomY),0.3f,1, 0.5f)
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sequence.Append(transform.DOJump(new Vector3(initialPosition.x + randomX, initialPosition.y + randomY), 0.3f, 1, 0.5f)
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.SetEase(Ease.OutQuad) // 跳跃效果,使用OutQuad让跳跃过程中速度逐渐变慢
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.SetEase(Ease.OutQuad) // 跳跃效果,使用OutQuad让跳跃过程中速度逐渐变慢
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);
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);
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//sequence.Join(transform.DOMoveY(initialPosition.y -( randomY + moveDistance) / 2f, 0.6f)
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//sequence.Join(transform.DOMoveY(initialPosition.y -( randomY + moveDistance) / 2f, 0.6f)
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@ -61,7 +75,7 @@ public class SnowHpControl : MonoBehaviour
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sequence.Append(transform.DOScale(Vector3.zero, 0.5f).SetEase(Ease.Linear)); // 缩小效果,模拟消失的感觉
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sequence.Append(transform.DOScale(Vector3.zero, 0.5f).SetEase(Ease.Linear)); // 缩小效果,模拟消失的感觉
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sequence.Append(transform.GetComponent<Text>().DOFade(0f, fadeDuration).OnComplete(() =>
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sequence.Append(transform.GetComponent<Text>().DOFade(0f, fadeDuration).OnComplete(() =>
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{
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{
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Destroy(gameObject); // 动画完成后销毁对象
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Destroy(gameObject); // 动画完成后销毁对象
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}));
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}));
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}
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}
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@ -127,8 +127,8 @@ RectTransform:
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 5.81, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 11.72, y: 0}
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m_SizeDelta: {x: 0.111134015, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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CanvasRenderer:
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CanvasRenderer:
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m_RaycastTarget: 1
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@ -83,6 +114,8 @@ GameObject:
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@ -1 +1 @@
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Subproject commit 84ca89c647aa7d6d89be70886b90d983b838e989
|
Subproject commit 8fde270423daa41bf2968599462aafe4bac70722
|
Loading…
Reference in New Issue
Block a user