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@ -82,10 +82,34 @@ SpriteAtlas:
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@ -11140,7 +11141,6 @@ RectTransform:
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@ -51943,6 +51943,140 @@ MonoBehaviour:
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--- !u!1 &5046560702088191477
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GameObject:
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m_ObjectHideFlags: 0
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@ -57067,7 +57201,8 @@ RectTransform:
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 0.65, y: 0.65, z: 0.65}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Children:
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- {fileID: 9171262180880956483}
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m_Father: {fileID: 688984147342290442}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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@ -23,6 +23,8 @@ namespace GameLogic
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private TextMeshProUGUI m_tmpValue;
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private RectTransform m_rectCar;
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private TextMeshProUGUI m_tmpAllValue;
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private RectTransform m_rectNao;
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private GameObject m_itemAddNum;
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protected override void ScriptGenerator()
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{
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m_rectHeadRt = FindChildComponent<RectTransform>("PlayerHeadRt/m_rectHeadRt");
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@ -33,6 +35,8 @@ namespace GameLogic
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m_tmpValue = FindChildComponent<TextMeshProUGUI>("Mid/m_imgValue/m_tmpValue");
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m_rectCar = FindChildComponent<RectTransform>("Mid/m_imgValue/m_rectCar");
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m_tmpAllValue = FindChildComponent<TextMeshProUGUI>("Mid/m_imgValue/m_rectCar/m_tmpAllValue");
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m_rectNao = FindChildComponent<RectTransform>("Mid/m_imgValue/m_rectCar/m_tmpAllValue/m_rectNao");
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m_itemAddNum = FindChild("Mid/m_imgValue/m_rectCar/m_tmpAllValue/m_rectNao/m_itemAddNum").gameObject;
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}
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#endregion
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@ -250,6 +254,9 @@ namespace GameLogic
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m_tmpAllValue.text = ((int)m_AllPush).ToString();
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}
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/// <summary>
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/// 增加礼物推力效果
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/// </summary>
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@ -282,7 +289,32 @@ namespace GameLogic
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actorHItem.transform.DOLocalMoveX(0, 4f).OnComplete(async () =>
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{
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// 显示一下脑袋
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m_rectNao.GetComponent<Image>().material.SetFloat("_Alpha", 1);
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// 进度条0-1之间闪烁3次
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int flashCount = 3;
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float flashDuration = 0.12f; // 每次闪烁的时间
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Sequence seq = DOTween.Sequence();
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for (int i = 0; i < flashCount; i++)
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{
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seq.Append(DOTween.To(
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() => m_imgValue.fillAmount,
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x => m_imgValue.fillAmount = x,
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0f, flashDuration / 2f
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).SetEase(Ease.InQuad));
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seq.Append(DOTween.To(
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() => m_imgValue.fillAmount,
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x => m_imgValue.fillAmount = x,
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1f, flashDuration / 2f
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).SetEase(Ease.OutQuad));
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}
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// 最后回到当前进度
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seq.Append(DOTween.To(
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() => m_imgValue.fillAmount,
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x => m_imgValue.fillAmount = x,
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m_CurrentFillAmount, 0.18f
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).SetEase(Ease.OutQuad));
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await UniTask.Delay(2000);
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