EffectManager
using UnityEngine;
using System.Collections; public class EffectManager : MonoBehaviour { public Animator[] Animators;
public float amplify;
public float curAmplify;
public float totalEffectDelayTime;
public Transform MoveTarget; public ParticleEffect particleEffect;
public AnimatorOffsetChangeEffect animatorOffsetChangeEffect;
public AnimatorMeshChangeEffect animatorMeshChangeEffect;
public enum EffectType
{
Particles,
AnimatorOffsetChange,
AnimatorMeshChange
} public EffectType effectType; void Start ()
{
SetEffectSpeed();
EffectMoveToTarget();
} void Update ()
{ } void OnEnable()
{
if (animatorOffsetChangeEffect.middleEffectNode.rootNode != null)
{
animatorOffsetChangeEffect.middleEffectNode.rootNode.transform.position =
animatorOffsetChangeEffect.frontEffectNode.rootNode.transform.position;
animatorOffsetChangeEffect.middleEffectNode.rootNode.SetActive(true);
}
Start();
} private bool isFirst = true;
public void SetEffectSpeed()
{
//for (int i = 0; i < ParticlesSetStartDelay.Length; i++) {
// ParticlesSetStartDelay[i].startDelay /=amplify;
//} //for (int i = 0; i < ParticlesSetDuration.Length; i++) {
// ParticlesSetDuration[i].startLifetime /=amplify;
//} if (isFirst)
{
isFirst = false;
}
else
return;
Effect effect; if (effectType == EffectType.Particles)
{
effect = particleEffect;
if (effect.middleEffectNode != null)
{
for (int i = ; i < effect.middleEffectNode.Particles.Length; i++)
{
effect.middleEffectNode.Particles[i].startSpeed *= amplify;
}
} }
else if (effectType == EffectType.AnimatorOffsetChange)
{ effect = animatorOffsetChangeEffect;
for (int i = ; i < Animators.Length; i++)
{
Animators[i].speed *= amplify;
}
if (effect.middleEffectNode != null)
{
effect.middleEffectNode.durationTime /= amplify;
effect.middleEffectNode.startDelayTime /= amplify;
} }
else
{
effect = animatorMeshChangeEffect;
for (int i = ; i < Animators.Length; i++)
{
Animators[i].speed *= amplify;
} }
if (effect.frontEffectNode != null)
{
for (int i = ; i < effect.frontEffectNode.Particles.Length; i++)
{
effect.frontEffectNode.Particles[i].startDelay /= amplify;
effect.frontEffectNode.Particles[i].startLifetime /= amplify;
}
}
if (effect.lastEffectNode != null)
{
for (int i = ; i < effect.lastEffectNode.Particles.Length; i++)
{
effect.lastEffectNode.Particles[i].startDelay /= amplify;
effect.lastEffectNode.Particles[i].startLifetime /= amplify;
}
}
} public void EffectMoveToTarget()
{
if (effectType == EffectType.Particles)
{
particleEffect.EffectMoveToTarget(MoveTarget);
}
else if (effectType == EffectType.AnimatorOffsetChange)
{
animatorOffsetChangeEffect.EffectMoveToTarget(MoveTarget);
}
else
{
animatorMeshChangeEffect.EffectMoveToTarget(MoveTarget);
}
//Debug.Log(frontEffectTime);
//Hashtable args = new Hashtable();
//args.Add("position", MoveTarget.position);
//args.Add("time", middleEffectTime);
//args.Add("delay", frontEffectTime);
//args.Add("easeType", iTween.EaseType.easeInQuad); ////args.Add("isLocal", true);
//iTween.MoveTo(MiddleEffect, args);
//LastEffect.transform.position = MoveTarget.transform.position;
}
private void middleEffectNodeReachEvent()
{
animatorOffsetChangeEffect.middleEffectNode.rootNode.SetActive(false);
}
} [System.Serializable]
public class EffectNode
{
public GameObject rootNode;
public ParticleSystem[] Particles;
public float startDelayTime;
public float durationTime;
} public abstract class Effect
{
public EffectNode frontEffectNode;
public EffectNode middleEffectNode;
public EffectNode lastEffectNode; public abstract void EffectMoveToTarget(Transform target); } [System.Serializable]
public class AnimatorOffsetChangeEffect : Effect
{
public override void EffectMoveToTarget(Transform target)
{
//middleEffectNode.rootNode.transform.LookAt(target);
Hashtable args = new Hashtable();
args.Add("position", target.position);
args.Add("time", middleEffectNode.durationTime);
args.Add("delay", middleEffectNode.startDelayTime);
args.Add("easeType", iTween.EaseType.linear);
//args.Add("looktarget", target.position);
if (isHideMiddle)
{
args.Add("oncomplete", "middleEffectNodeReachEvent");
args.Add("oncompletetarget", frontEffectNode.rootNode.transform.parent.gameObject);
}
iTween.MoveTo(middleEffectNode.rootNode, args);
lastEffectNode.rootNode.transform.position = target.position;
} public bool isHideMiddle;
} [System.Serializable]
public class ParticleEffect : Effect
{
public override void EffectMoveToTarget(Transform target)
{
middleEffectNode.rootNode.transform.LookAt(target);
float dis = Vector3.Distance(frontEffectNode.rootNode.transform.position, target.position);
middleEffectNode.Particles[].startSpeed = dis / middleEffectNode.durationTime;
lastEffectNode.rootNode.transform.position = target.position;
}
} [System.Serializable]
public class AnimatorMeshChangeEffect : Effect
{
public override void EffectMoveToTarget(Transform target)
{
Vector3 dirV = (target.position - middleEffectNode.rootNode.transform.position).normalized;
middleEffectNode.rootNode.transform.right = dirV;
lastEffectNode.rootNode.transform.position = target.position; }
}
using UnityEngine;
using System.Collections; public class ShowParticleCout : MonoBehaviour {
//定义发射器组件
//粒子数量接受变量
ParticleSystem a = null;
public int banjing=;
int a_particleCout=;
// Use this for initialization
void Start () {
a = GetComponent<ParticleSystem>();
} // Update is called once per frame
void Update () {
if(a !=null){
//Debug.Log("粒子数:"+ a.particleCount);
a_particleCout=a.particleCount;
}
}
public int getParticleCout(){
//返回粒子数
return a_particleCout;
}
void OnGUI() {
string showParticleCout = "粒子数是:" + a_particleCout;
GUI.Label(new Rect(, ,showParticleCout.Length * , ),showParticleCout +"\r\n asdfasdfa" );
} }
using UnityEngine;
using System.Collections; public class Delay : MonoBehaviour { public float delayTime = 1.0f; // Use this for initialization
void Start () {
gameObject.SetActiveRecursively(false);
Invoke("DelayFunc", delayTime);
} void DelayFunc()
{
gameObject.SetActiveRecursively(true);
} }
EffectManager的更多相关文章
- FLEX 特效
一.简介: flex特效是ria应用程序的rich的重要组成部分. EffectManager类管理所有的特效实例以避免不必要的定时器和方法调用造成的内内存使用过大.一个效果由两部分组成:一是效果的E ...
- Unity目录结构设置
摄像机 Main Camera 跟随主角移动,不看 UI 剧情摄像机 当进入剧情时,可以关闭 main camera,启用剧情摄像机,不看 UI UI 摄像机 看 UI Unity编辑器常用的sett ...
- Unity 笔记
摄像机 Main Camera 跟随主角移动,不看 UI 剧情摄像机 当进入剧情时,可以关闭 main camera,启用剧情摄像机,不看 UI UI 摄像机 看 UI Unity编辑器常用的sett ...
随机推荐
- scrapy xpath 从response中获取li,然后再获取li中img的src
lis = response.xpath("//ul/li") for li in lis: src = li.xpath("img/@src") # 如果xp ...
- flutter 布局
一.Container 一个空白容器 二.Row 行 mainAxisAlignment 主轴对齐 , CrossAxisAlignment 垂直于主轴对齐 三.Column 列 四.ListVie ...
- keyPoints的相关函数
cout<<"坐标:"<<keypoints1[i].pt; cout<<",邻域直径:"<<keypoints ...
- 线段树+Dfs序【CF620E】New Year Tree
Description 你有一棵以1为根的有根树,有n个点,每个节点初始有一个颜色c[i]. 有两种操作: 1 v c 将以v为根的子树中所有点颜色更改为c 2 v 查询以v为根的子树中的节点有多少种 ...
- 细菌(disease) (位运算)(状态压缩)
细菌(disease) 时间限制: 1 Sec 内存限制: 64 MB提交: 9 解决: 5[提交][状态][讨论版] 题目描述 近期,农场出现了D(1≤D≤15)种细菌.John要从他的N(1≤ ...
- [BZOJ4316]小C的独立集(圆方树DP)
题意:求仙人掌图直径. 算法:建出仙人掌圆方树,对于圆点直接做普通的树上DP(忽略方点儿子),方点做环上DP并将值直接赋给父亲. 建图时有一个很好的性质,就是一个方点在邻接表里的点的顺序正好就是从环的 ...
- BZOJ 1112 [POI2008]砖块Klo(可持久化线段树)
[题目链接] http://www.lydsy.com/JudgeOnline/problem.php?id=1112 [题目大意] 给出一个数列,对于一个操作,你可以对一个数+1,或者一个数-1, ...
- 【二分答案】【Heap-Dijkstra】bzoj2709 [Violet 1]迷宫花园
显然最短路长度随着v的变化是单调的,于是可以二分答案,据说spfa在网格图上表现较差. #include<cstdio> #include<cstring> #include& ...
- &#x开头的是什么编码?
在 Node 层利用 cheerio 解析网页时,输出的中文内容都是以 &#x 开头的一堆像乱码一样的东西,尝试过各种编码都无效,而且神奇的是,将这一堆“乱码”保存成网页后,通过浏览器打开又可 ...
- NDK之HelloWord!
使用工具:Android Studio 2.2.2 1. 配置local.properties添加NDK路径. 效果:当然,你也可以手输写进去. 2. 项目gradle.properties追加 ...