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Unity實(shí)現(xiàn)領(lǐng)取獎勵特效

 更新時間:2020年10月28日 10:05:53   作者:LLLLL__  
這篇文章主要為大家詳細(xì)介紹了Unity實(shí)現(xiàn)領(lǐng)取獎勵特效,文中示例代碼介紹的非常詳細(xì),具有一定的參考價值,感興趣的小伙伴們可以參考一下

本文實(shí)例為大家分享了Unity實(shí)現(xiàn)領(lǐng)取獎勵特效的具體代碼,供大家參考,具體內(nèi)容如下

一、效果演示

二、實(shí)現(xiàn)

導(dǎo)入Dotween插件

完整代碼

using System;
using UnityEngine;
using DG.Tweening;
 
/// <summary>
/// 特效管理
/// </summary>
public class EffectManager : MonoBehaviour
{
 //單例
 private static EffectManager _instance;
 public static EffectManager Instance
 {
  get
  {
   if (_instance == null)
   {
    GameObject go = new GameObject(typeof(EffectManager).ToString());
    DontDestroyOnLoad(go);
    _instance = go.AddComponent<EffectManager>();
 
   }
   return _instance;
  }
 }
 
 /// <summary>
 /// 顯示獎勵特效
 /// </summary>
 /// <param name="startPos">實(shí)例化出來的位置</param>
 /// <param name="targetPos">目標(biāo)位置</param>
 /// <param name="parent">父物體</param>
 /// <param name="prefabName">預(yù)制體名稱</param>
 /// <param name="siblingIndex">子層級下的索引</param>
 /// <param name="num">實(shí)例化的數(shù)量</param>
 /// <param name="onFinish">回調(diào)</param>
 public void ShowAwardEffect(Vector3 startPos, Vector3 targetPos, Transform parent, string prefabName, int siblingIndex = -1, int num = 10, Action onFinish = null)
 {
  //渲染UI的相機(jī)名稱和畫布名稱
  Camera uiCamera = GameObject.Find("UICamera").GetComponent<Camera>();
  Canvas uiCanvas = GameObject.Find("Canvas").GetComponent<Canvas>();
  if (uiCamera == null || uiCanvas == null)
  {
   return;
  }
 
  var seq = DOTween.Sequence();
  for (int i = 0; i < num; i++)
  {
   GameObject prefab = Instantiate(Resources.Load<GameObject>(prefabName));//根據(jù)項(xiàng)目路徑進(jìn)行修改
   prefab.transform.SetParent(parent, false);
   if (siblingIndex != -1)
   {
    prefab.transform.SetSiblingIndex(siblingIndex);
   }
   float randomTime = UnityEngine.Random.Range(0.4f, 0.6f);
   prefab.transform.position = startPos;
   seq.Insert(0, prefab.transform.DOMove(startPos + UnityEngine.Random.insideUnitSphere, randomTime)).SetEase(Ease.OutSine);
   seq.Insert(randomTime, prefab.transform.DOMove(targetPos, UnityEngine.Random.Range(0.8f, 1.2f)).SetEase(Ease.InOutSine).OnComplete
      (() =>
      {
       Destroy(prefab);
      }));
  }
 
  seq.SetUpdate(true);
 
  seq.AppendCallback(() =>
  {
   onFinish?.Invoke();
  });
 }
}

以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。

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