怪物死亡动画,萌妖攻击动画,战魂掉落动画,修bug
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m_EditorClassIdentifier:
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m_ShowMaskGraphic: 1
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--- !u!1 &453763627
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GameObject:
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m_ObjectHideFlags: 0
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@ -1446,9 +1461,16 @@ MonoBehaviour:
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expNumber: 0
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expNumberText: {fileID: 385770246}
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maxExpNumber: 20
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zhanhunPrefab: {fileID: 3829812713419463650, guid: b1a4ddbbc3a518644bab6bfb25cb7851, type: 3}
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MainCamera: {fileID: 636646498}
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zhanhunicon: {fileID: 984134418}
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shakeDuration: 0.5
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shakeStrength: 0.1
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finalMoveDuration: 1
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infobox_skill: {fileID: 1801653805}
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Skill: {fileID: 2105540892551905820, guid: 5ba5240922e49e04cbfd99f42f8c62a4, type: 3}
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SkillParent: {fileID: 2035101381}
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ExpFill: {fileID: 768408986}
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ExpFileObj: {fileID: 732537458938328743, guid: 952564c9dd0531e4da92ba005feee1e0, type: 3}
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ExpFilePrante: {fileID: 9463995}
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expList: []
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@ -2221,6 +2243,82 @@ RectTransform:
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m_PrefabAsset: {fileID: 0}
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- component: {fileID: 768408986}
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--- !u!222 &768408987
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CanvasRenderer:
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--- !u!1 &796332576
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GameObject:
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@ -2869,7 +2967,7 @@ GameObject:
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- component: {fileID: 984134419}
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m_Icon: {fileID: 0}
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@ -2888,7 +2986,7 @@ RectTransform:
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m_ConstrainProportionsScale: 0
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m_Father: {fileID: 446083643}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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@ -1 +1 @@
|
||||
Subproject commit 5e92a0630dc1112bc03996a6b2e56a0cd461ca9d
|
||||
Subproject commit d266869186aa276f68fec88b78b6e0dc15d74881
|
@ -1,3 +1,4 @@
|
||||
using DG.Tweening;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
@ -10,13 +11,22 @@ public class SkillBox : Base
|
||||
[Header("战魂(经验)")] public int expNumber;
|
||||
[Header("战魂(经验)")] public Text expNumberText;
|
||||
[Header("最大战魂(经验)")] public int maxExpNumber;
|
||||
[Header("生成的战魂")] public GameObject zhanhunPrefab;
|
||||
public Camera MainCamera;
|
||||
public RectTransform zhanhunicon;
|
||||
|
||||
public float shakeDuration = 0.5f; // 摆动的时间
|
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public float shakeStrength = 0.1f; // 摆动的幅度
|
||||
public float finalMoveDuration = 1f; // 飘动到经验槽的最终时间
|
||||
|
||||
|
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public GameObject infobox_skill;
|
||||
|
||||
public GameObject Skill;
|
||||
|
||||
public Transform SkillParent;
|
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[HideInInspector]
|
||||
|
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public Image ExpFill;
|
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public int ExpNumber
|
||||
{
|
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get => expNumber;
|
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@ -32,6 +42,8 @@ public class SkillBox : Base
|
||||
public List<GameObject> expList = new List<GameObject>();
|
||||
private void Start()
|
||||
{
|
||||
ExpFill.fillAmount = 0;
|
||||
|
||||
if (instance != null) return;
|
||||
instance = this;
|
||||
|
||||
@ -41,6 +53,10 @@ public class SkillBox : Base
|
||||
|
||||
public void UpdataExp(int number)
|
||||
{
|
||||
if (number==0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (number > 0)
|
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{
|
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@ -75,11 +91,86 @@ public class SkillBox : Base
|
||||
for (int j = 0; j < 2; j++)
|
||||
{
|
||||
GameObject obj = Instantiate(Skill,SkillParent);
|
||||
obj.GetComponent<Skill_Spend>().infobox_skill_up = infobox_skill;
|
||||
obj.GetComponent<Skill_Spend>().MySkill = MengyaoInfo.Instance.m_SkillData[i].skills[j];
|
||||
obj.GetComponent<Skill_Spend>().infobox_skill_up = infobox_skill;
|
||||
obj.GetComponent<Skill_Spend>().MySkill = MengyaoInfo.Instance.m_SkillData[i].skills[j];
|
||||
}
|
||||
}
|
||||
|
||||
//Base.GlobalObj.GetComponent<gameGlobal>().CarryCardId.Clear();
|
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}
|
||||
|
||||
|
||||
public void GetZhanhun(int number)
|
||||
{
|
||||
|
||||
minZhanHun(number);
|
||||
}
|
||||
|
||||
void minZhanHun(int number)
|
||||
{
|
||||
|
||||
|
||||
// 获取当前经验值(从经验条的填充比例计算)
|
||||
int currentExp = (int)(ExpFill.fillAmount * 10);
|
||||
|
||||
// 累加经验
|
||||
currentExp += number;
|
||||
|
||||
// 检查是否升级,并更新经验条
|
||||
while (currentExp >= 10)
|
||||
{
|
||||
currentExp -= 10;
|
||||
UpdataExp(1);
|
||||
}
|
||||
|
||||
// 更新经验条显示(计算当前经验和最大经验的比例)
|
||||
float expFillAmount = (float)currentExp / 10;
|
||||
ExpFill.fillAmount = expFillAmount; // 更新经验条UI显示
|
||||
}
|
||||
|
||||
|
||||
public void AddExperience(int amount,Transform pos)
|
||||
{
|
||||
//生成预制体并设置初始位置
|
||||
GameObject expObj = Instantiate(zhanhunPrefab,pos.position, Quaternion.identity);
|
||||
|
||||
ShakeAndMoveToExpSlot(expObj, pos.position, amount);
|
||||
|
||||
}
|
||||
|
||||
// 物体摆动并飞到经验槽
|
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private void ShakeAndMoveToExpSlot(GameObject expObj, Vector3 spawnPosition, int amount)
|
||||
{
|
||||
// 原地摆动
|
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expObj.transform.DOShakePosition(shakeDuration, shakeStrength, 10, 90, false, true).OnComplete(() =>
|
||||
{
|
||||
// 获取UI目标的屏幕空间位置
|
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Vector3 targetScreenPosition = ExpFill.transform.position;
|
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|
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// 将屏幕空间位置转换为世界空间位置
|
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Vector3 targetWorldPosition = MainCamera.ScreenToWorldPoint(targetScreenPosition);
|
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|
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// 将z轴坐标设置为适合场景的值
|
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targetWorldPosition.z = expObj.transform.position.z;
|
||||
|
||||
// 使用DOTween使得预制体飘动到目标位置
|
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expObj.transform.DOMove(targetWorldPosition, 1f).SetEase(Ease.InOutQuad).OnComplete(() =>
|
||||
{
|
||||
// 飘动完成后更新经验条
|
||||
GetZhanhun(amount);
|
||||
AnimateExpSlotIcon();
|
||||
Destroy(expObj); // 销毁飘动的物体
|
||||
});
|
||||
});
|
||||
}
|
||||
private void AnimateExpSlotIcon()
|
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{
|
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// 图标放大至原来的1.2倍
|
||||
zhanhunicon.DOScale(1.2f, 0.1f).SetEase(Ease.OutBack).OnComplete(() =>
|
||||
{
|
||||
// 回到原来大小
|
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zhanhunicon.DOScale(1f, 0.1f).SetEase(Ease.InBack);
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -9,6 +9,7 @@ public class enemy : Role
|
||||
[HideInInspector]
|
||||
public float harmNumber=0;//伤害
|
||||
|
||||
|
||||
public float HarmNumber
|
||||
{
|
||||
get=> harmNumber;
|
||||
@ -49,7 +50,8 @@ public class enemy : Role
|
||||
// 将当前敌人对象放入死亡池
|
||||
if (SpawnPool.intance != null )
|
||||
{
|
||||
SkillBox.instance.UpdataExp(10);
|
||||
|
||||
SkillBox.instance.AddExperience(6,this.gameObject.transform);
|
||||
}
|
||||
|
||||
UIContorl.instance.Killnumber += 1;
|
||||
|
Loading…
Reference in New Issue
Block a user