七、游戏表现:3、金币飞转回收效果

2021-03-06  本文已影响0人  GameObjectLgy

游戏中,金币爆炸,然后沿着一定曲线飞往目标地方,形成回收效果,这种需求很常见,并且回收的效果也多种多样。
这里做一个比较简单的效果,但是着重点会放在两种路径方式下的回收效果功能。
具体说就是:
(1)金币出发地点UI坐标,目标地点UI坐标。
(2)金币出发地点场景中某个世界坐标位置,目标地点UI坐标。
这种情况经常有,比如场景中的人物的某个UI元素飞向界面上的某个UI,又比如场景中的某个物体产生某各种资源或者金币飞向界面上的UI。
效果图:


2.gif

源码地址:https://github.com/linguoyuan/GameDisplay_GoldFly
脚本构成:
CoinEffectMgr.cs :金币回收调用管理类,那个世界做的物体或者UI需要用这个效果,挂上这个脚本即可。
UICurrencyCollect.cs :金币具体飞行类。
功能分析:

CoinEffectMgr.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class CoinEffectMgr : MonoBehaviour
{
    [Header("金币预制体")]
    public GameObject Coin;
    [Header("金币数量")]
    public int num;
    [Header("最终目的地")]
    public Transform targetPos;
    [Header("金币飞行速度")]
    public float time = 1;
    public void StartEffect()
    {
        if (transform.GetComponent<RectTransform>() != null)
        {
            for (int i = 0; i < num; i++)
            {
                GameObject go = Instantiate(Coin, Vector3.zero, Quaternion.identity) as GameObject;
                //UICurrencyCollect go = GameObject.Instantiate(Coin, transform.localPosition, Quaternion.identity, transform);
                go.transform.SetParent(transform);
                go.transform.localPosition = new Vector3(0, 0, 0);
                //go.InitAnimation();
                UICurrencyCollect cc = go.GetComponent<UICurrencyCollect>();
                if (cc != null)
                {
                    cc.SetFlyParam(time);
                    cc.InitAnimation(targetPos);
                }
            }
        }
        else
        {
            GameObject go = GameObject.Find("Canvas");
            if (go == null)
            {
                go = new GameObject("Canvas").AddComponent<Canvas>().gameObject;
            }

            GameObject CoinParent = GameObject.Find("CoinParent");
            if (CoinParent == null)
            {
                CoinParent = new GameObject("CoinParent");
                CoinParent.AddComponent<RectTransform>();
                CoinParent.transform.SetAsLastSibling();                
            }
            else
            {
                for (int i = 0; i < CoinParent.transform.childCount; i++)
                {
                    Destroy(CoinParent.transform.GetChild(i).gameObject);
                }
            }
            RectTransform rect = go.GetComponent<RectTransform>();
            CoinParent.transform.SetParent(go.transform);
            Vector3 ObjWorldPos = transform.position;
            Vector3 uiObjectPos = WorldToUGUIPosition(rect, Camera.main, ObjWorldPos);
            //CoinParent.transform.localPosition = uiObjectPos;
            CoinParent.transform.GetComponent<RectTransform>().anchoredPosition = uiObjectPos;
            for (int i = 0; i < num; i++)
            {
                GameObject coinGo = Instantiate(Coin, Vector3.zero, Quaternion.identity) as GameObject;
                coinGo.transform.SetParent(CoinParent.transform);
                coinGo.transform.localPosition = new Vector3(0, 0, 0);
                //go.InitAnimation();
                UICurrencyCollect cc = coinGo.GetComponent<UICurrencyCollect>();
                if (cc != null)
                {
                    cc.SetFlyParam(time);
                    cc.InitAnimation(targetPos);
                }
            }
        }
    }

    public static Vector2 WorldToUGUIPosition(RectTransform canvasRectTransform, Camera camera, Vector3 worldPosition)
    {
        //世界坐标-》ViewPort坐标   
        Vector2 viewPos = camera.WorldToViewportPoint(worldPosition);

        //ViewPort坐标-〉UGUI坐标
        //return new Vector2(canvasRectTransform.rect.width * viewPos.x, canvasRectTransform.rect.height * viewPos.y);
        //因为默认的CoinParent锚点是中间位置。使用上方的代码需要设置为左下角锚点
        return new Vector2(canvasRectTransform.rect.width * viewPos.x - canvasRectTransform.rect.width * 0.5f, canvasRectTransform.rect.height * viewPos.y - canvasRectTransform.rect.height * 0.5f);
    }

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            StartEffect();
        }
    }
}

UICurrencyCollect.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
public class UICurrencyCollect : MonoBehaviour
{
    private float t1 = 0.6f;//第一段飞行时间
    private float t2 = 0.2f;//第二段飞行时间
    private Transform targetPos;
    private Vector3 _startPos1;
    private Vector3 _endPos;
    private Vector3[] _v_middle = new Vector3[] { new Vector3(0, 0, 0) };
    private Vector3[] _v_end = new Vector3[] { new Vector3(0, 0, 0) };
    private CanvasGroup cg;
    private void Start()
    {
        cg = GetComponent<CanvasGroup>();
        //InitAnimation(transform.gameObject);
    }

    public void InitAnimation(Transform tartgePosFinal)
    {
        _startPos1 = transform.position;
        _endPos = tartgePosFinal.position;
        //Debug.Log("tartgePosFinal.position :" + tartgePosFinal.position);
        this.transform.SetAsLastSibling();
        transform.parent.transform.SetAsLastSibling();
        //transform.parent.parent.transform.SetAsLastSibling();
        float random_x, random_y;
        random_x = Random.Range(-200, 250);
        //Debug.Log("random_x = " + random_x);
        random_y = Random.Range(50, 250);
        _v_middle[0] = _startPos1 + new Vector3(random_x, random_y, 0);
        _v_end[0] = _endPos;
        Sequence _seq = DOTween.Sequence();
        _seq.Append(transform.DOPath(_v_middle, t1, PathType.CatmullRom).SetEase(Ease.Linear));
        _seq.AppendInterval(0.1f);       
        _seq.Append(transform.DOPath(_v_end, t2, PathType.CatmullRom).SetEase(Ease.Linear));
        _seq.Join(DOTween.To(() => cg.alpha, x => cg.alpha = x, 0, 0.5f));
        _seq.AppendCallback(delegate { GameObject.Destroy(this.gameObject); });
    }

    public void SetFlyParam(float mTime)
    {
        t1 = mTime * 0.6f;
        t2 = mTime * 0.2f;
    }
}
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