Commit 9e294d6a authored by zhangzhe's avatar zhangzhe

手速红包

parent ce1af25a
...@@ -11,6 +11,7 @@ GameObject: ...@@ -11,6 +11,7 @@ GameObject:
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m_Layer: 5 m_Layer: 5
m_Name: HSRPEffect m_Name: HSRPEffect
m_TagString: Untagged m_TagString: Untagged
...@@ -110,7 +111,7 @@ ParticleSystem: ...@@ -110,7 +111,7 @@ ParticleSystem:
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...@@ -120,7 +121,7 @@ ParticleSystem: ...@@ -120,7 +121,7 @@ ParticleSystem:
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minMaxState: 0 minMaxState: 0
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minScalar: 5 minScalar: 5
maxCurve: maxCurve:
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...@@ -1485,7 +1486,7 @@ ParticleSystem: ...@@ -1485,7 +1486,7 @@ ParticleSystem:
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flipU: 0 flipU: 0
flipV: 0 flipV: 0
VelocityModule: VelocityModule:
...@@ -4759,3 +4760,16 @@ ParticleSystemRenderer: ...@@ -4759,3 +4760,16 @@ ParticleSystemRenderer:
m_Mesh2: {fileID: 0} m_Mesh2: {fileID: 0}
m_Mesh3: {fileID: 0} m_Mesh3: {fileID: 0}
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...@@ -163,5 +163,8 @@ public enum MyEventType ...@@ -163,5 +163,8 @@ public enum MyEventType
FlyRedHeart, FlyRedHeart,
//关闭种树赚钱弹窗 //关闭种树赚钱弹窗
CloseMakeMoney, CloseMakeMoney,
/// <summary>
/// 手速红包非红包
/// </summary>
HSRP_FlyRedPacket,
} }
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;
}
}
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using System.Collections; using System;
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
...@@ -14,6 +15,11 @@ public class HandSpeedRedPacketItem : MonoBehaviour ...@@ -14,6 +15,11 @@ public class HandSpeedRedPacketItem : MonoBehaviour
/// </summary> /// </summary>
public GameObject HSRPEffectPrefab; public GameObject HSRPEffectPrefab;
/// <summary>
/// 进度条背景
/// </summary>
public GameObject ProgressBg;
/// <summary> /// <summary>
/// 进度条 /// 进度条
/// </summary> /// </summary>
...@@ -34,74 +40,63 @@ public class HandSpeedRedPacketItem : MonoBehaviour ...@@ -34,74 +40,63 @@ public class HandSpeedRedPacketItem : MonoBehaviour
/// </summary> /// </summary>
private float currentProgress; private float currentProgress;
private ParticleSystem particleSys;
private ParticleSystem.Particle[] particles;
private void Awake() private void Awake()
{ {
//this.particleSys = HSRPEffectPrefab.GetComponent<ParticleSystem>(); RequestInternetForGetReward();
//this.particles = new ParticleSystem.Particle[this.particleSys.main.maxParticles];
} }
private void Update() private void Update()
{ {
ProgressBg.SetActive(currentProgress != 0);
Progress.fillAmount = currentProgress; Progress.fillAmount = currentProgress;
if (currentProgress >= 1) if (currentProgress >= 1)
{ {
currentProgress = 0; currentProgress = 0;
int count = this.particleSys.GetParticles(this.particles); EventCenter.Broadcast(MyEventType.HSRP_FlyRedPacket);
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);
} }
currentProgress = Mathf.Clamp(currentProgress - dropSpeed * Time.deltaTime, 0, 1); currentProgress = Mathf.Clamp(currentProgress - dropSpeed * Time.deltaTime, 0, 1);
} }
/// <summary> /// <summary>
/// 手速红包点击事件 /// 获取手速红包奖励网络请求
/// </summary> /// </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; }), new Action<string, string>((code, errMsg) =>
for (int i = 0; i<count; i++)
{ {
//朝目标点插值缓动 Debug.unityLogger.Log("领取手速红包奖励网络请求失败" + code + errMsg);
this.particles[i].position = Vector3.Lerp(this.particles[i].position, new Vector3(100, 100, 100), 1); }));
} }
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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