飘字修改

This commit is contained in:
GL 2024-12-18 14:17:24 +08:00
parent bafec4e1cd
commit cd6467f09e
7 changed files with 559 additions and 61 deletions

View File

@ -3,12 +3,11 @@ using DG.Tweening;
public class SnowHpControl : MonoBehaviour
{
public Vector3 minScale = new Vector3(0f, 0.1f, 1f); // 最小缩放
public Vector3 maxScale = new Vector3(1f, 0.1f, 1f); // 最大缩放
public float duration = 1f; // 移动和缩放的持续时间
public float moveSpeed = 0.005f; // 向上飘动的速度
public float fadeDuration = 0f; // 消失时间(设置为零实现即时消失)
public float moveDistance = 1f; // 向上飘动的最大距离
public Vector3 minScale = new Vector3(0.5f, 0.5f, 1f); // 最小缩放
public Vector3 maxScale = new Vector3(1.5f, 1.5f, 1f); // 最大缩放
public float duration = 1f; // 动画的总持续时间
public float moveDistance = 5f; // 跳跃的水平距离
public float fadeDuration = 1f; // 消失时间
public Canvas targetCanvas; // 目标画布用于确保UI元素在该画布上移动
private Renderer rend; // 用于获取物体的Renderer来控制透明度
@ -21,7 +20,7 @@ public class SnowHpControl : MonoBehaviour
// 获取Renderer
rend = GetComponent<Renderer>();
// 确保血条的初始化位置在目标画布的正确位置上
// 确保物体的初始位置在目标画布的正确位置上
if (targetCanvas.renderMode == RenderMode.WorldSpace)
{
// 如果目标画布是WorldSpace模式使用世界坐标
@ -33,49 +32,35 @@ public class SnowHpControl : MonoBehaviour
initialPosition = targetCanvas.worldCamera.ScreenToWorldPoint(transform.position);
}
// 初始化血条的缩放
transform.localScale = minScale;
// 随机初始化位置(在初始位置附近)
float randomX = Random.Range(moveDistance / 4f, moveDistance);
float randomY = Random.Range(-moveDistance / 4f, 0); // 在Y轴上也加一点随机性
transform.position = initialPosition;
// 使用DOTween做移动和缩放动画移动过程中从minScale逐渐变大
// 随机初始化大小在minScale和maxScale之间
float randomScaleX = Random.Range(minScale.x, maxScale.x);
float randomScaleY = Random.Range(minScale.y, maxScale.y);
transform.localScale = new Vector3(randomScaleX, randomScaleY, 1f);
// 使用DOTween做跳跃动画
Sequence sequence = DOTween.Sequence();
// 1. 先移动的过程中从minScale逐渐变大到maxScale
sequence.Append(transform.DOMoveY(initialPosition.y + moveDistance, 0.3f)
.SetEase(Ease.InOutQuad) // 移动动画
// 1. 跳跃并逐渐变大
sequence.Append(transform.DOJump(new Vector3(initialPosition.x + randomX + moveDistance, initialPosition.y+randomY),0.3f,1, 1f)
.SetEase(Ease.OutQuad) // 跳跃效果使用OutQuad让跳跃过程中速度逐渐变慢
);
sequence.Join(transform.DOScale(maxScale, 0.3f)
.SetEase(Ease.InOutQuad) // 同步缩放动画从minScale到maxScale
);
// 2. 到达终点后物体放大比maxScale大
sequence.Append(transform.DOScale(maxScale * 1.5f, 0.3f)
.SetEase(Ease.OutBack) // 终点放大使用OutBack使得放大更明显
);
//// 3. 缩回到maxScale
//sequence.Append(transform.DOScale(maxScale, 0.3f)
// .SetEase(Ease.InOutQuad) // 缩回时使用InBack使得动画自然
//sequence.Join(transform.DOMoveY(initialPosition.y -( randomY + moveDistance) / 2f, 0.6f)
// .SetEase(Ease.OutQuad) // 跳跃的高度跟X轴的跳跃配合
//);
sequence.Join(transform.DOScale(maxScale, 1f) // 同时控制大小,从初始值到最大值
.SetEase(Ease.OutBack) // 使用OutBack让物体变大时有一个“弹跳”的效果
);
// 4. 动画完成后进行消失动画
sequence.OnComplete(() => StartFading());
}
private void StartFading()
{
// 如果fadeDuration为零直接销毁
if (fadeDuration == 0f)
// 2. 动画完成后,逐渐变淡并销毁
sequence.Append(transform.DOScale(new Vector3(0.4f, 0.4f, 0.4f), 0.5f).SetEase(Ease.Linear)); // 缩小效果,模拟消失的感觉
sequence.Append(transform.GetComponent<Renderer>().material.DOFade(0f, fadeDuration).OnComplete(() =>
{
Destroy(gameObject);
}
else
{
// 如果fadeDuration大于零才使用DOTween
// 通过DOTween设置透明度渐变到零动画完成后销毁对象
DOTween.ToAlpha(() => rend.material.color, x => rend.material.color = x, 0f, fadeDuration).OnComplete(() =>
{
Destroy(gameObject); // 动画完成后销毁对象
});
}
Destroy(gameObject); // 动画完成后销毁对象
}));
}
}

View File

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@ -273,7 +273,7 @@ MonoBehaviour:
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