蜗牛骑士地图放大
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@ -119,7 +119,7 @@ public class AllManeger : MonoBehaviour
|
||||
}
|
||||
else if(knightRoomBetList522.Data.CarrySeconds<45)//倒计时
|
||||
{
|
||||
|
||||
MoveBg.instance.ReturnPos();
|
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if (is_Reflash)
|
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{
|
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NewLoadPanel.instance.HidePanel();//刷新完隐藏加载界面
|
||||
@ -159,8 +159,9 @@ public class AllManeger : MonoBehaviour
|
||||
RacingSuccessPanel.instance.ShowPanel();
|
||||
|
||||
|
||||
RacingSuccessPanel.instance.textSnailEggs.text = knightBetResult.data[0].win.ToString("F1");
|
||||
MoveBg.instance.ReturnPos();
|
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//RacingSuccessPanel.instance.textSnailEggs.text = knightBetResult.data[0].win.ToString("F1");
|
||||
|
||||
Debug.Log("½áËã");
|
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is_jieshuan = true;
|
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Fuck525();
|
||||
|
||||
|
@ -0,0 +1,17 @@
|
||||
using UnityEngine;
|
||||
using DG.Tweening; // 引入 DOTween 命名空间
|
||||
|
||||
public class CameraAutoMove : MonoBehaviour
|
||||
{
|
||||
public GameObject targetPos;//目标位置
|
||||
public float targetXPosition = 10f; // 目标位置的X轴坐标
|
||||
public float moveDuration; // 平移持续时间
|
||||
|
||||
void Start()
|
||||
{
|
||||
// 使用 DOTween 实现平移动画
|
||||
// 目标位置:当前位置的 Y 和 Z 值不变,X 值设定为 targetXPosition
|
||||
transform.DOMoveX(targetPos.transform.position.x, moveDuration)
|
||||
.SetEase(Ease.Linear); // 线性过渡,平稳的平移
|
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}
|
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}
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@ -0,0 +1,11 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -7,21 +7,29 @@ public class MoveBg : MonoBehaviour
|
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{
|
||||
public static MoveBg instance;
|
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public RectTransform rectTransform;
|
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public Vector2 orginPos;
|
||||
|
||||
private float moveX = 1372;
|
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public bool isMove;
|
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// Start is called before the first frame update
|
||||
void Start()
|
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{
|
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orginPos = rectTransform.anchoredPosition;
|
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//StartMove();
|
||||
|
||||
instance = this;
|
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}
|
||||
|
||||
public void StartMove()//开始移动
|
||||
{
|
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rectTransform.DOAnchorPosX(-moveX*2,10).SetEase(Ease.Linear);
|
||||
rectTransform.DOAnchorPosX(-moveX*2,5).SetEase(Ease.Linear);
|
||||
isMove = true;
|
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}
|
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public void ReturnPos()//归位
|
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{
|
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rectTransform.anchoredPosition = orginPos;
|
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if (isMove)
|
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{
|
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rectTransform.DOAnchorPosX(0, 2).SetEase(Ease.Linear);
|
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isMove = false;
|
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}
|
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|
||||
}
|
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}
|
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|
@ -58,18 +58,18 @@ public class snailRider : MonoBehaviour
|
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if (!is_die)
|
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{
|
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animator.SetInteger("State",1);//切换为移动动画
|
||||
float suiji = 0;
|
||||
int suiji = 0;
|
||||
if (is_victory)
|
||||
{
|
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suiji = UnityEngine.Random.Range(-6f,-4f);
|
||||
suiji = UnityEngine.Random.Range(-2, -1);
|
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}
|
||||
else
|
||||
{
|
||||
suiji = UnityEngine.Random.Range(-2f, 0f);
|
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suiji = UnityEngine.Random.Range(4, 6);
|
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}
|
||||
|
||||
mySequence.Append(transform.DOMoveX(startingPoint.transform.position.x, 0.01f))
|
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.Append(transform.DOMoveX(end.transform.position.x, 10f + suiji)).OnComplete(()=> {
|
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.Append(transform.DOMoveX(end.transform.position.x, 5f + suiji)).SetEase(Ease.Linear).OnComplete(()=> {
|
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animator.SetInteger("State", 0);
|
||||
Debug.Log("动画完成,切换为待机动画");
|
||||
}) //切换为待机动画
|
||||
|
Loading…
Reference in New Issue
Block a user