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王雪伟
wdlc_mjb_unity
Commits
9e294d6a
Commit
9e294d6a
authored
Jun 09, 2021
by
zhangzhe
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手速红包
parent
ce1af25a
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15 changed files
with
648 additions
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196 deletions
+648
-196
HSRPEffect.prefab
Assets/Game/Main/Prefabs/HSRPEffect.prefab
+17
-3
HandSpeedRedPacketItem.prefab
Assets/Game/Main/Prefabs/HandSpeedRedPacketItem.prefab
+146
-149
HandSpeedRedPacketItem.prefab.meta
Assets/Game/Main/Prefabs/HandSpeedRedPacketItem.prefab.meta
+1
-1
HSRP_progress.png
Assets/Game/Main/Resource/ui/main/HSRP_progress.png
+0
-0
HSRP_progress.png.meta
Assets/Game/Main/Resource/ui/main/HSRP_progress.png.meta
+92
-0
HSRP_progressBg.png
Assets/Game/Main/Resource/ui/main/HSRP_progressBg.png
+0
-0
HSRP_progressBg.png.meta
Assets/Game/Main/Resource/ui/main/HSRP_progressBg.png.meta
+92
-0
HSRP_redPacket.png
Assets/Game/Main/Resource/ui/main/HSRP_redPacket.png
+0
-0
HSRP_redPacket.png.meta
Assets/Game/Main/Resource/ui/main/HSRP_redPacket.png.meta
+92
-0
HSRP_text.png
Assets/Game/Main/Resource/ui/main/HSRP_text.png
+0
-0
HSRP_text.png.meta
Assets/Game/Main/Resource/ui/main/HSRP_text.png.meta
+92
-0
MyEventType.cs
Assets/Game/Main/Scripts/EventUtil/MyEventType.cs
+4
-1
HSRPEffect.cs
...me/Main/Scripts/Item/HandSpeedRedPacketItem/HSRPEffect.cs
+64
-0
HSRPEffect.cs.meta
...in/Scripts/Item/HandSpeedRedPacketItem/HSRPEffect.cs.meta
+11
-0
HandSpeedRedPacketItem.cs
...pts/Item/HandSpeedRedPacketItem/HandSpeedRedPacketItem.cs
+37
-42
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spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
applyGammaDecoding: 0
platformSettings:
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID: 5e97eb03825dee720800000000000000
internalID: 0
vertices: []
indices:
edges: []
weights: []
secondaryTextures: []
spritePackingTag:
pSDRemoveMatte: 0
pSDShowRemoveMatteOption: 0
userData:
assetBundleName:
assetBundleVariant:
Assets/Game/Main/Scripts/EventUtil/MyEventType.cs
View file @
9e294d6a
...
...
@@ -163,5 +163,8 @@ public enum MyEventType
FlyRedHeart
,
//关闭种树赚钱弹窗
CloseMakeMoney
,
/// <summary>
/// 手速红包非红包
/// </summary>
HSRP_FlyRedPacket
,
}
Assets/Game/Main/Scripts/Item/HandSpeedRedPacketItem/HSRPEffect.cs
0 → 100644
View file @
9e294d6a
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
DG.Tweening
;
/// <summary>
/// 手速红包的特效
/// </summary>
public
class
HSRPEffect
:
MonoBehaviour
{
public
Transform
targetTransform
;
private
float
speed
=
0.05f
;
private
ParticleSystem
particleSys
;
private
ParticleSystem
.
Particle
[]
particles
;
private
bool
ifFly
=
false
;
private
List
<
Vector3
>
startPositions
=
new
List
<
Vector3
>();
private
void
Awake
()
{
targetTransform
=
FindObjectOfType
<
HomeInfoControl
>().
transform
.
Find
(
"Title/bg"
);
EventCenter
.
AddListener
(
MyEventType
.
HSRP_FlyRedPacket
,
FlyRedPacket
);
this
.
particleSys
=
this
.
GetComponent
<
ParticleSystem
>();
if
(
this
.
particleSys
)
{
this
.
particles
=
new
ParticleSystem
.
Particle
[
this
.
particleSys
.
main
.
maxParticles
];
}
}
private
void
Update
()
{
if
(
this
.
particleSys
&&
this
.
targetTransform
&&
ifFly
)
{
int
count
=
this
.
particleSys
.
GetParticles
(
this
.
particles
);
for
(
int
i
=
0
;
i
<
count
;
i
++)
{
//朝目标点插值缓动
this
.
particles
[
i
].
position
=
Vector3
.
Lerp
(
this
.
particles
[
i
].
position
,
this
.
targetTransform
.
position
,
speed
);
//this.particles[i].position = new Vector3(0, 0);
}
this
.
particleSys
.
SetParticles
(
this
.
particles
,
count
);
}
}
private
void
OnDestroy
()
{
EventCenter
.
RemoveListener
(
MyEventType
.
HSRP_FlyRedPacket
,
FlyRedPacket
);
}
/// <summary>
/// 红包飞到钱的位置
/// </summary>
private
void
FlyRedPacket
()
{
this
.
particleSys
.
gravityModifier
=
0
;
ifFly
=
true
;
}
}
Assets/Game/Main/Scripts/Item/HandSpeedRedPacketItem/HSRPEffect.cs.meta
0 → 100644
View file @
9e294d6a
fileFormatVersion: 2
guid: a0fe74b5fef414e768d64a05959e7616
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Game/Main/Scripts/Item/HandSpeedRedPacketItem/HandSpeedRedPacketItem.cs
View file @
9e294d6a
using
System.Collections
;
using
System
;
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.UI
;
...
...
@@ -14,6 +15,11 @@ public class HandSpeedRedPacketItem : MonoBehaviour
/// </summary>
public
GameObject
HSRPEffectPrefab
;
/// <summary>
/// 进度条背景
/// </summary>
public
GameObject
ProgressBg
;
/// <summary>
/// 进度条
/// </summary>
...
...
@@ -34,74 +40,63 @@ public class HandSpeedRedPacketItem : MonoBehaviour
/// </summary>
private
float
currentProgress
;
private
ParticleSystem
particleSys
;
private
ParticleSystem
.
Particle
[]
particles
;
private
void
Awake
()
{
//this.particleSys = HSRPEffectPrefab.GetComponent<ParticleSystem>();
//this.particles = new ParticleSystem.Particle[this.particleSys.main.maxParticles];
RequestInternetForGetReward
();
}
private
void
Update
()
{
ProgressBg
.
SetActive
(
currentProgress
!=
0
);
Progress
.
fillAmount
=
currentProgress
;
if
(
currentProgress
>=
1
)
{
currentProgress
=
0
;
int
count
=
this
.
particleSys
.
GetParticles
(
this
.
particles
);
for
(
int
i
=
0
;
i
<
count
;
i
++)
{
//朝目标点插值缓动
this
.
particles
[
i
].
position
=
Vector3
.
Lerp
(
this
.
particles
[
i
].
position
,
Vector3
.
zero
,
1
);
}
this
.
particleSys
.
SetParticles
(
this
.
particles
,
count
);
EventCenter
.
Broadcast
(
MyEventType
.
HSRP_FlyRedPacket
);
}
currentProgress
=
Mathf
.
Clamp
(
currentProgress
-
dropSpeed
*
Time
.
deltaTime
,
0
,
1
);
}
/// <summary>
///
手速红包点击事件
///
获取手速红包奖励网络请求
/// </summary>
public
void
DidSelectedItem
()
private
void
RequestInternetForGetReward
()
{
HttpTool
.
Instance
.
_Get
(
"app/v1/game/module/handSpeedRed/get"
,
null
,
new
Action
<
EmptyModel
>((
bean
)
=>
{
GameObject
gb
=
Instantiate
(
HSRPEffectPrefab
,
transform
);
this
.
particleSys
=
gb
.
GetComponent
<
ParticleSystem
>();
StartCoroutine
(
GetAllP
());
//this.particles = new ParticleSystem.Particle[this.particleSys.main.maxParticles];
//int count = particleSys.particleCount;
//for (int i = 0; i < count; i++)
//{
// //朝目标点插值缓动
// this.particles[i].position = Vector3.Lerp(this.particles[i].position, new Vector3(100, 100, 100), 1);
//}
//this.particleSys.SetParticles(this.particles, count);
currentProgress
=
Mathf
.
Clamp
(
currentProgress
+
addSpeed
,
0
,
1
);
}),
new
Action
<
string
,
string
>((
code
,
errMsg
)
=>
{
Debug
.
unityLogger
.
Log
(
"获取手速红包奖励网络请求失败"
+
code
+
errMsg
);
}));
}
IEnumerator
GetAllP
()
/// <summary>
/// 领取手速红包奖励网络请求
/// </summary>
private
void
RequestInternetForTakeReward
()
{
HttpTool
.
Instance
.
_Get
(
"app/v1/game/module/handSpeedRed/reward"
,
null
,
new
Action
<
EmptyModel
>((
bean
)
=>
{
yield
return
new
WaitForSeconds
(
this
.
particleSys
.
main
.
duration
);
//this.particleSys = gb.GetComponent<ParticleSystem>();
this
.
particles
=
new
ParticleSystem
.
Particle
[
this
.
particleSys
.
main
.
maxParticles
];
int
count
=
particleSys
.
particleCount
;
for
(
int
i
=
0
;
i
<
count
;
i
++)
}),
new
Action
<
string
,
string
>((
code
,
errMsg
)
=>
{
//朝目标点插值缓动
this
.
particles
[
i
].
position
=
Vector3
.
Lerp
(
this
.
particles
[
i
].
position
,
new
Vector3
(
100
,
100
,
100
),
1
);
Debug
.
unityLogger
.
Log
(
"领取手速红包奖励网络请求失败"
+
code
+
errMsg
);
})
);
}
this
.
particleSys
.
SetParticles
(
this
.
particles
,
count
);
/// <summary>
/// 手速红包点击事件
/// </summary>
public
void
DidSelectedItem
()
{
GameObject
gb
=
Instantiate
(
HSRPEffectPrefab
,
transform
);
currentProgress
=
Mathf
.
Clamp
(
currentProgress
+
addSpeed
,
0
,
1
);
}
}
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