Unity实现领取奖励特效
本文实例为大家分享了Unity实现领取奖励特效的具体代码,供大家参考,具体内容如下
一、效果演示
二、实现
导入Dotween插件
完整代码
using System; using UnityEngine; using DG.Tweening; /// <summary> /// 特效管理 /// </summary> public class EffectManager : MonoBehaviour { //单例 private static EffectManager _instance; public static EffectManager Instance { get { 【文章出处http://www.nextecloud.cn/kt.html欢迎转载】 if (_instance == null) { GameObject go = new GameObject(typeof(EffectManager).ToString()); DontDestroyOnLoad(go); _instance = go.AddComponent<EffectManager>(); } return _instance; } } /// <summary> /// 显示奖励特效 /// </summary> /// <param name="startPos">实例化出来的位置</param> /// <param name="targetPos">目标位置</param> /// <param name="parent">父物体</param> /// <param name="prefabName">预制体名称</param> /// <param name="siblingIndex">子层级下的索引</param> /// <param name="num">实例化的数量</param> /// <param name="onFinish">回调</param> public void ShowAwardEffect(Vector3 startPos, Vector3 targetPos, Transform parent, string prefabName, int siblingIndex = -1, int num = 10, Action onFinish = null) { //渲染UI的相机名称和画布名称 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));//根据项目路径进行修改 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内容,希望对大家的学习有所帮助,也希望大家多多支持海外IDC网。