蜗牛骑士地图放大

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GL 2024-12-05 15:48:55 +08:00
parent 291d72c490
commit 953d993cad
6 changed files with 793 additions and 26 deletions

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View File

@ -119,7 +119,7 @@ public class AllManeger : MonoBehaviour
}
else if(knightRoomBetList522.Data.CarrySeconds<45)//倒计时
{
MoveBg.instance.ReturnPos();
if (is_Reflash)
{
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();
//RacingSuccessPanel.instance.textSnailEggs.text = knightBetResult.data[0].win.ToString("F1");
Debug.Log("½áËã");
is_jieshuan = true;
Fuck525();

View File

@ -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
}
}

View File

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View File

@ -7,21 +7,29 @@ public class MoveBg : MonoBehaviour
{
public static MoveBg instance;
public RectTransform rectTransform;
public Vector2 orginPos;
private float moveX = 1372;
public bool isMove;
// Start is called before the first frame update
void Start()
{
orginPos = rectTransform.anchoredPosition;
//StartMove();
instance = this;
}
public void StartMove()//开始移动
{
rectTransform.DOAnchorPosX(-moveX*2,10).SetEase(Ease.Linear);
rectTransform.DOAnchorPosX(-moveX*2,5).SetEase(Ease.Linear);
isMove = true;
}
public void ReturnPos()//归位
{
rectTransform.anchoredPosition = orginPos;
if (isMove)
{
rectTransform.DOAnchorPosX(0, 2).SetEase(Ease.Linear);
isMove = false;
}
}
}

View File

@ -58,18 +58,18 @@ public class snailRider : MonoBehaviour
if (!is_die)
{
animator.SetInteger("State",1);//切换为移动动画
float suiji = 0;
int suiji = 0;
if (is_victory)
{
suiji = UnityEngine.Random.Range(-6f,-4f);
suiji = UnityEngine.Random.Range(-2, -1);
}
else
{
suiji = UnityEngine.Random.Range(-2f, 0f);
suiji = UnityEngine.Random.Range(4, 6);
}
mySequence.Append(transform.DOMoveX(startingPoint.transform.position.x, 0.01f))
.Append(transform.DOMoveX(end.transform.position.x, 10f + suiji)).OnComplete(()=> {
.Append(transform.DOMoveX(end.transform.position.x, 5f + suiji)).SetEase(Ease.Linear).OnComplete(()=> {
animator.SetInteger("State", 0);
Debug.Log("动画完成,切换为待机动画");
}) //切换为待机动画