1.环形进度条
2.图形匹配
using UnityEngine; using System.Collections.Generic; using UnityEngine.UI; /// <summary> /// 被拖拽的大方块 /// </summary> public class DragBrick : MonoBehaviour { private List<Transform> childrenTra = new List<Transform>();//大方块下的小方块 private List<GameObject> targetGo = new List<GameObject>();//小方块匹配的空方块 private GameObject[] tempGo; private Vector3 posOffset; void Start() { Transform[] tra = transform.GetComponentsInChildren<Transform>(); for (int i = 1; i < tra.Length; i++)//tra[0]是自身,故不算上 childrenTra.Add(tra[i]); } public void DragStart() { posOffset = transform.position - Input.mousePosition; transform.SetAsLastSibling(); } public void DragUpdate() { transform.position = Input.mousePosition + posOffset; } /// <summary> /// 注意点: /// 1.被射线检测的物体要带有Collider /// 2.被射线检测的物体的z轴 > 发出射线检测的物体的z轴 /// 3.当没有给Raycast函数传layerMask参数时,仅仅只忽略使用IgnoreRaycast层的碰撞器。 /// </summary> public void DragEnd() { tempGo = new GameObject[childrenTra.Count]; int suitableBrickAmount = 0;//能正确匹配的砖块数目 for (int i = 0; i < childrenTra.Count; i++) { RaycastHit hit; if (Physics.Raycast(childrenTra[i].position, Vector3.forward, out hit)) { tempGo[i] = hit.transform.gameObject; suitableBrickAmount++; } else break; } if (suitableBrickAmount == childrenTra.Count)//完全匹配 { if (targetGo.Count == 0)//初次完全匹配 { Match(); } else//已经完全匹配,再次完全匹配 { Clear(); Match(); } } else//不能完全匹配 { Clear(); } } void Match() { for (int i = 0; i < tempGo.Length; i++) { targetGo.Add(tempGo[i]); targetGo[i].layer = 2;//忽略射线碰撞 Vector3 pos = targetGo[i].transform.position; pos.z--; childrenTra[i].position = pos; childrenTra[i].GetComponent<Outline>().enabled = true; } } void Clear() { for (int i = 0; i < targetGo.Count; i++) targetGo[i].layer = 0; targetGo.Clear(); for(int i = 0;i < childrenTra.Count;i++) childrenTra[i].GetComponent<Outline>().enabled = false; } }
3.多重血条
描述:
1.当受到伤害较小时,出现“残血”效果
2.当受到伤害较大时,出现“流水”效果
3.多重血条主要由四种血条组成:
a.最底层血条
b.当前血条与下一血条,就像下图中的紫色和红色
c.过渡血条,一般为深红色
using UnityEngine; using System.Collections; using UnityEngine.UI; public class BossBloodBar : MonoBehaviour { public Image nowBar; public Image middleBar; public Image nextBar; public Text countText; private int count;//血条数 private float nowBlood;//在一条血中的当前血量,如:100/1000则为100 private float oneBarBlood = 1500f;//一条血的容量,如:100/1000则为1000 private int colorIndex; public Color[] colors;//普通血条的颜色,注意Alpha值 public Color middleBarColor;//过渡血条的颜色,注意Alpha值 public float slowSpeed = 0.1f;//受到重伤时( >oneBarBlood)或者处于加血状态,普通血条的流动速度 public float quickSpeed = 1f;//受到轻伤时( <oneBarBlood),普通血条的流动速度 private float speed;//当前普通血条采用的速度 public float middleBarSpeed = 0.1f;//过渡血条的流动速度 private float targetBloodValue = 1f;//血条移动的目标点 private bool isBloodMove = false;//控制血条的移动 void Update () { MoveBloodMiddle();//过渡血条的流动 MoveBloodNormal();//普通血条的流动 } /// <summary> /// 传入总血量,初始化血条 /// </summary> /// <param name="number"></param> public void InitBlood(float number) { count = (int)(number / oneBarBlood); nowBlood = number % oneBarBlood; colorIndex = count % colors.Length; nowBar.color = colors[colorIndex]; nowBar.fillAmount = nowBlood / oneBarBlood; if (count != 0) { int nextColorIndex = (colorIndex - 1 + colors.Length) % colors.Length; nextBar.color = colors[nextColorIndex]; } middleBar.color = middleBarColor; middleBar.gameObject.SetActive(false); countText.text = count + ""; } /// <summary> /// 血量变化,并根据伤害判断是否使用过渡血条 /// </summary> /// <param name="number"></param> public void ChangeBlood(float number) { nowBlood += number; targetBloodValue = nowBlood / oneBarBlood; isBloodMove = true; if ((number < 0) && (Mathf.Abs(nowBar.fillAmount - targetBloodValue) <= 1))//处于受伤状态并且伤害量较低时 { speed = quickSpeed; middleBar.gameObject.SetActive(true); middleBar.fillAmount = nowBar.fillAmount; targetValue = targetBloodValue; } else { speed = slowSpeed; middleBar.gameObject.SetActive(false); } } private float targetValue; void MoveBloodMiddle() { if (speed == quickSpeed) { middleBar.fillAmount = Mathf.Lerp(middleBar.fillAmount, targetValue, middleBarSpeed); if (Mathf.Abs(middleBar.fillAmount - 0) < 0.01f) { middleBar.transform.SetSiblingIndex(nextBar.transform.GetSiblingIndex() + 1); middleBar.fillAmount = 1; targetValue++; } } } void MoveBloodNormal() { if (!isBloodMove) return; nowBar.fillAmount = Mathf.Lerp(nowBar.fillAmount, targetBloodValue, speed); if (Mathf.Abs(nowBar.fillAmount - targetBloodValue) < 0.01f)//到达目标点 isBloodMove = false; if (count == 0) nextBar.gameObject.SetActive(false); else nextBar.gameObject.SetActive(true); if (nowBar.fillAmount >= targetBloodValue) SubBlood(); else AddBlood(); } void AddBlood() { float subValue = Mathf.Abs(nowBar.fillAmount - 1); if (subValue < 0.01f)//到达1 { count++; countText.text = count.ToString(); nowBar.fillAmount = 0; targetBloodValue -= 1; nowBlood -= oneBarBlood; nextBar.color = colors[colorIndex]; colorIndex++; colorIndex %= colors.Length; nowBar.color = colors[colorIndex]; } } void SubBlood() { float subValue = Mathf.Abs(nowBar.fillAmount - 0); if (subValue < 0.01f)//到达0 { middleBar.transform.SetSiblingIndex(nextBar.transform.GetSiblingIndex() + 2); if (count <= 0) { middleBar.gameObject.SetActive(false); Destroy(this); return; }; count--; countText.text = count.ToString(); nowBar.fillAmount = 1; targetBloodValue += 1; nowBlood += oneBarBlood; colorIndex--; colorIndex += colors.Length; colorIndex %= colors.Length; nowBar.color = colors[colorIndex]; int nextColorIndex = colorIndex - 1 + colors.Length; nextColorIndex %= colors.Length; nextBar.color = colors[nextColorIndex]; } } }
版权声明:本文为博主原创文章,未经博主允许不得转载。
时间: 2024-11-09 02:50:34