122 lines
3.2 KiB
C#
122 lines
3.2 KiB
C#
using DG.Tweening;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System.Threading.Tasks;
|
|
using UnityEngine;
|
|
using UnityEngine.UI;
|
|
|
|
public class snailRider : MonoBehaviour
|
|
{
|
|
public Image palye;
|
|
public GameObject obj;
|
|
public List<Sprite> LightSprite;
|
|
public GameObject startingPoint;
|
|
public GameObject end;
|
|
public bool is_victory = false;//这只蜗牛是否在本回合比赛胜利
|
|
public bool is_die = false;//这个蜗牛死了没
|
|
float offset = 0;
|
|
public Animator animator;
|
|
|
|
public Sequence mySequence = DOTween.Sequence();
|
|
// Start is called before the first frame update
|
|
async void Start()
|
|
{
|
|
//startMove();
|
|
|
|
//while (true)
|
|
//{
|
|
// if (LightSprite == null) return;
|
|
// foreach (Sprite sprite in LightSprite)
|
|
// {
|
|
// if (palye != null)
|
|
// {
|
|
// palye.sprite = sprite;
|
|
// await Task.Delay(50);
|
|
// }
|
|
// }
|
|
//}
|
|
}
|
|
private void OnDestroy()
|
|
{
|
|
LightSprite = null;
|
|
}
|
|
|
|
public void MoveOrStand()
|
|
{
|
|
|
|
|
|
}
|
|
|
|
public void killsnail()
|
|
{
|
|
obj.SetActive(!is_die);
|
|
}
|
|
public void startMove()
|
|
{
|
|
|
|
//palye.enabled = !is_die;
|
|
if (!is_die)
|
|
{
|
|
animator.SetInteger("State",1);//切换为移动动画
|
|
float suiji = 0;//时间时间
|
|
if (is_victory)
|
|
{
|
|
suiji = UnityEngine.Random.Range(4, 6);
|
|
|
|
}
|
|
else
|
|
{
|
|
suiji = UnityEngine.Random.Range(5, 10);
|
|
|
|
}
|
|
|
|
|
|
transform.DOMoveX(end.transform.position.x, 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
|
|
;
|
|
mySequence.OnKill(()=> { AllManeger.instance.snailMoveNum++; });
|
|
}
|
|
}
|
|
|
|
public void returnStart()
|
|
{
|
|
//Debug.Log(transform.name);
|
|
//Debug.Log(transform.position);
|
|
mySequence.Kill(); // 停止并销毁动画
|
|
transform.position=startingPoint.transform.position;
|
|
animator.SetInteger("State", 0);
|
|
//Debug.Log(startingPoint.transform.position);
|
|
|
|
//Debug.Log(transform.position);
|
|
}
|
|
private void Update()
|
|
{
|
|
offset = Mathf.Lerp(offset, 0, 1f * Time.deltaTime);
|
|
obj.transform.localPosition = Vector3.Lerp(obj.transform.localPosition, new Vector3(offset, 0, 0), 1f * Time.deltaTime);
|
|
}
|
|
async void OnTriggerEnter2D(Collider2D other)
|
|
{
|
|
|
|
if (other.gameObject.GetComponent<snailRiderItem>()!=null)
|
|
{
|
|
if (other.gameObject.GetComponent<snailRiderItem>().mode == snailRiderItem.Mode.accelerate)
|
|
{
|
|
offset = 500;
|
|
}
|
|
else if (other.gameObject.GetComponent<snailRiderItem>().mode == snailRiderItem.Mode.slowDown)
|
|
{
|
|
offset = -500;
|
|
}
|
|
Destroy(other.gameObject);
|
|
}
|
|
|
|
else//碰到终点线
|
|
{
|
|
Debug.Log("碰到");
|
|
animator.SetInteger("State", 0);
|
|
}
|
|
}
|
|
}
|