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王雪伟
wdlc_mjb_unity
Commits
bb0adcfa
Commit
bb0adcfa
authored
Jun 09, 2021
by
zhangzhe
Browse files
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Plain Diff
手速红包
parent
f2905e78
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7 changed files
with
327 additions
and
87 deletions
+327
-87
HSRPEffect.prefab
Assets/Game/Main/Prefabs/HSRPEffect.prefab
+7
-7
HandSpeedRedPacketItem.prefab
Assets/Game/Main/Prefabs/HandSpeedRedPacketItem.prefab
+205
-53
HandSpeedRedPacketItem.cs
Assets/Game/Main/Scripts/Item/HandSpeedRedPacketItem.cs
+0
-23
HandSpeedRedPacketItem.meta
Assets/Game/Main/Scripts/Item/HandSpeedRedPacketItem.meta
+8
-0
HandSpeedRedPacketItem.cs
...pts/Item/HandSpeedRedPacketItem/HandSpeedRedPacketItem.cs
+107
-0
HandSpeedRedPacketItem.cs.meta
...tem/HandSpeedRedPacketItem/HandSpeedRedPacketItem.cs.meta
+0
-0
StartControl.cs
Assets/Scripts/StartControl.cs
+0
-4
No files found.
Assets/Game/Main/Prefabs/HSRPEffect.prefab
View file @
bb0adcfa
...
...
@@ -173,8 +173,8 @@ ParticleSystem:
startSpeed
:
serializedVersion
:
2
minMaxState
:
3
scalar
:
1.1
minScalar
:
0.9
scalar
:
2.5
minScalar
:
2
maxCurve
:
serializedVersion
:
2
m_Curve
:
...
...
@@ -554,8 +554,8 @@ ParticleSystem:
startRotation
:
serializedVersion
:
2
minMaxState
:
3
scalar
:
1.5707963
minScalar
:
-
1.5707963
scalar
:
6.283185
minScalar
:
-
6.283185
maxCurve
:
serializedVersion
:
2
m_Curve
:
...
...
@@ -2023,7 +2023,7 @@ ParticleSystem:
speedModifier
:
serializedVersion
:
2
minMaxState
:
0
scalar
:
10
scalar
:
0.4
minScalar
:
1
maxCurve
:
serializedVersion
:
2
...
...
@@ -3440,8 +3440,8 @@ ParticleSystem:
curve
:
serializedVersion
:
2
minMaxState
:
3
scalar
:
3.141592
5
minScalar
:
-
3.141592
5
scalar
:
6.28318
5
minScalar
:
-
6.28318
5
maxCurve
:
serializedVersion
:
2
m_Curve
:
...
...
Assets/Game/Main/Prefabs/HandSpeedRedPacketItem.prefab
View file @
bb0adcfa
This diff is collapsed.
Click to expand it.
Assets/Game/Main/Scripts/Item/HandSpeedRedPacketItem.cs
deleted
100644 → 0
View file @
f2905e78
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
/// <summary>
/// 手速红包
/// </summary>
public
class
HandSpeedRedPacketItem
:
MonoBehaviour
{
/// <summary>
/// 红包弹出特效
/// </summary>
public
GameObject
HSRPEffectPrefab
;
/// <summary>
/// 手速红包点击事件
/// </summary>
public
void
DidSelectedItem
()
{
Instantiate
(
HSRPEffectPrefab
,
transform
);
}
}
Assets/Game/Main/Scripts/Item/HandSpeedRedPacketItem.meta
0 → 100644
View file @
bb0adcfa
fileFormatVersion: 2
guid: 25642cc4e8d9b4e89936de39b39bc70f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Assets/Game/Main/Scripts/Item/HandSpeedRedPacketItem/HandSpeedRedPacketItem.cs
0 → 100644
View file @
bb0adcfa
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.UI
;
/// <summary>
/// 手速红包
/// </summary>
public
class
HandSpeedRedPacketItem
:
MonoBehaviour
{
/// <summary>
/// 红包弹出特效
/// </summary>
public
GameObject
HSRPEffectPrefab
;
/// <summary>
/// 进度条
/// </summary>
public
Image
Progress
;
/// <summary>
/// 自动衰减的速度
/// </summary>
private
float
dropSpeed
=
0.27f
;
/// <summary>
/// 点击增加的速度
/// </summary>
private
float
addSpeed
=
0.12f
;
/// <summary>
/// 当前进度
/// </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];
}
private
void
Update
()
{
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
);
}
currentProgress
=
Mathf
.
Clamp
(
currentProgress
-
dropSpeed
*
Time
.
deltaTime
,
0
,
1
);
}
/// <summary>
/// 手速红包点击事件
/// </summary>
public
void
DidSelectedItem
()
{
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
);
}
IEnumerator
GetAllP
()
{
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
++)
{
//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
);
}
}
Assets/Game/Main/Scripts/Item/HandSpeedRedPacketItem.cs.meta
→
Assets/Game/Main/Scripts/Item/HandSpeedRedPacketItem
/HandSpeedRedPacketItem
.cs.meta
View file @
bb0adcfa
File moved
Assets/Scripts/StartControl.cs
View file @
bb0adcfa
...
...
@@ -182,7 +182,6 @@ public class StartControl : MonoBehaviour
private
static
int
lastCloseTime
;
private
void
OnApplicationFocus
(
bool
focus
)
{
Debug
.
Log
(
"走没走"
);
if
(
focus
)
{
//切换到前台时执行,游戏启动时执行一次
...
...
@@ -251,16 +250,13 @@ public class StartControl : MonoBehaviour
private
void
ShowRewardAd
()
{
Debug
.
Log
(
"显示热启动广告"
);
AdUtils
.
PlayRewardAd
(
"hot_lunch_reward"
,
new
Action
<
bool
>((
cb
)
=>
{
Debug
.
Log
(
"热启动广告启动完成"
);
if
(
cb
)
{
HttpTool
.
Instance
.
_Get
(
"app/v1/cscmnq/hotStart"
,
null
,
new
Action
<
EmptyModel
>((
bean
)
=>
{
EventCenter
.
Broadcast
(
MyEventType
.
FlyHongbao
);
Debug
.
Log
(
"热启动广告奖励接口调用成功"
);
}),
new
Action
<
string
,
string
>((
code
,
errMsg
)
=>
{
...
...
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