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| | | [SerializeField] UIFrame uiFrame;
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| | | //[SerializeField] List<PowerUpPosition> powerUpPositions;
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| | |
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| | | [Header("淡入变大")]
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| | | [SerializeField] Vector3 startVector; //起始大小
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| | |
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| | | [SerializeField] float fadeInToBigDuration; //淡入变大动画完成时间
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| | | [SerializeField] Ease fadeInToBigEaseType;
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| | | [SerializeField] Vector3 fadeInToBigVector; //淡入变大目标大小
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| | |
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| | | [Header("淡入变小")]
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| | | [SerializeField] Vector3 fadeInToSmallVector; //淡入变小目标大小
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| | |
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| | | [SerializeField] float fadeInToSmallDuration; //淡入变小动画完成时间
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| | | [SerializeField] Ease fadeInToSmallEaseType;
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| | | |
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| | | [Header("淡入后移动开始前等待时间/s")]
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| | | [SerializeField] float moveStartWaitTime;
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| | |
| | | [Header("移动结束后淡出开始前等待时间/s")]
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| | | [SerializeField] float moveEndWaitTime;
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| | |
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| | | [Header("淡出变大")]
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| | | [SerializeField] Vector3 fadeOutToBigVector; //淡出变大目标大小
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| | |
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| | | [SerializeField] float fadeOutToBigDuration; //淡出变大动画完成时间
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| | | [SerializeField] Ease fadeOutToBigEaseType;
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| | |
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| | | [Header("淡出变小")]
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| | | [SerializeField] float fadeOutToSmallDuration; //淡出变小动画完成时间
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| | |
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| | | [SerializeField] Ease fadeOutToSmallEaseType;
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| | |
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| | | |
| | | [Header("战力数字位置计算相关")]
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| | | [SerializeField] float txtBaseMultiple; //前置的战力数字字母距离倍数
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| | |
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| | |
| | | PlayerMainDate.Instance.AddPowerEvent -= ResetToWaitMove;
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| | | }
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| | |
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| | | protected override void OnOpenAnimationComplete()
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| | | {
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| | | fadeInEndTime = Time.time;
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| | | nowState = AnimeState.WaitMove;
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| | |
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| | | uiFrame.SetActive(true);
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| | | uiFrame.SetLoopCount(1);
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| | | uiFrame.ResetFrame(uiFrameKey);
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| | | }
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| | |
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| | | #endregion
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| | |
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| | |
| | | nowState = AnimeState.Move;
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| | |
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| | | sequence = DOTween.Sequence();
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| | | sequence.Join(transChange.DOMove(new Vector3(txtBase.rectTransform.position.x, transChange.position.y, transChange.position.z) , moveDuration).SetEase(moveEaseType));
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| | | sequence.Join(transChange.DOMove(new Vector3(txtBase.rectTransform.position.x, transChange.position.y, transChange.position.z), moveDuration).SetEase(moveEaseType));
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| | | sequence.Join(txtChange.DOFade(0f, textFadeDuration).SetEase(textFadeEaseType));
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| | | sequence.Join(imgArrow.DOFade(0f, textFadeDuration).SetEase(textFadeEaseType));
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| | |
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| | |
| | | sequence.Append(txtBase.DOText(DisplayBasePowerNum(nowValue), rollTime).SetEase(rollEaseType).OnComplete(() => { SetInitPosition(nowValue, changePower, isAdd); }));
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| | | }
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| | | }
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| | | #if UNITY_EDITOR
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| | | Debug.Log($"count {i} changeValue {changeValue} nowValue {nowValue} isAdd {isAdd} basePower {basePower} changePower {changePower} nowPower {nowPower} rollTime {rollTime}");
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| | | #endif
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| | | // #if UNITY_EDITOR
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| | | // Debug.Log($"count {i} changeValue {changeValue} nowValue {nowValue} isAdd {isAdd} basePower {basePower} changePower {changePower} nowPower {nowPower} rollTime {rollTime}");
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| | | // #endif
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| | | }
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| | | sequence.Join(textChangeSequence);
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| | |
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| | |
| | | }
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| | | else if (nowState == AnimeState.WaitFadeOut)
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| | | {
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| | | if (Time.time - moveEndTime > moveEndWaitTime)
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| | | {
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| | | nowState = AnimeState.FadeOut;
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| | | fadeOutSequence = DOTween.Sequence();
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| | | fadeOutSequence.Append(transZhanLi.DOScale(fadeOutToBigVector, fadeOutToBigDuration).SetEase(fadeOutToBigEaseType));
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| | | fadeOutSequence.Append(transZhanLi.DOScale(startVector, fadeOutToSmallDuration).SetEase(fadeOutToSmallEaseType).OnComplete(CloseWindow));
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| | | }
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| | | CloseWindow();
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| | | }
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| | |
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| | | }
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| | |
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| | | private void ResetToFadeIn()
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| | |
| | | uiFrame.SetActive(false);
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| | | fadeInEndTime = 0;
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| | | moveEndTime = 0;
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| | | transZhanLi.transform.localScale = startVector;
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| | | CheckPosition();
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| | | SetNum();
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| | | SetInitPosition(basePower, changePower, isAdd);
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| | | ResetColorA();
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| | | DisplayNum();
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| | | nowState = AnimeState.FadeIn;
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| | | transZhanLi.DOScale(fadeInToBigVector, fadeInToBigDuration).SetEase(fadeInToBigEaseType).OnComplete(() =>
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| | | {
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| | | transZhanLi.DOScale(fadeInToSmallVector, fadeInToSmallDuration).SetEase(fadeInToSmallEaseType).OnComplete(() =>
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| | | {
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| | | fadeInEndTime = Time.time;
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| | | nowState = AnimeState.WaitMove;
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| | |
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| | | uiFrame.SetActive(true);
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| | | uiFrame.SetLoopCount(1);
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| | | uiFrame.ResetFrame(uiFrameKey);
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| | | });
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| | | });
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| | | }
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| | |
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| | | private void ResetToWaitMove()
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| | |
| | | uiFrame.SetActive(false);
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| | | fadeInEndTime = Time.time;
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| | | moveEndTime = 0;
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| | | transZhanLi.transform.localScale = fadeInToSmallVector;
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| | | SetNum();
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| | | SetInitPosition(basePower, changePower, isAdd);
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| | | ResetColorA();
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