甜甜圈特效
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@ -1,6 +1,8 @@
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using System.Collections;
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using System.Collections.Generic;
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using Coffee.UIExtensions;
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using Cysharp.Threading.Tasks;
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using DG.Tweening;
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using GameConfig.giftConfig;
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using TEngine;
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using TMPro;
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@ -268,6 +270,31 @@ namespace GameLogic
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// 加载无敌特效
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LoadEffectGo(giftConfig, buff);
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}
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else
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{
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// 加载手指移动爆点特效
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var eGo = GameModule.Resource.LoadGameObject("Shou");
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eGo.transform.SetParent(m_rectCar.transform);
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eGo.transform.localPosition = new Vector3(500, 0, 0);
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eGo.transform.localScale = Vector3.one;
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eGo.gameObject.SetActive(true);
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eGo.transform.DOLocalMoveX(0, 0.5f).OnComplete(async () =>
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{
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// 特效播放完毕后销毁
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GameObject.Destroy(eGo);
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// 生成爆点
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var effectGo = GameModule.Resource.LoadGameObject("Shou_Boom");
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effectGo.transform.SetParent(m_rectCar.transform);
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effectGo.transform.localPosition = Vector3.zero;
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effectGo.transform.localScale = Vector3.one;
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effectGo.gameObject.SetActive(true);
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await UniTask.Delay(2000);
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// 销毁爆点特效
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GameObject.Destroy(effectGo);
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});
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}
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}
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else if (buff.m_Id == 2)
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{
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@ -299,20 +299,17 @@ namespace GameLogic
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/// <summary>
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/// 甜甜圈特效
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/// </summary>
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private void TtqEffectCreateFunc(GiftConfig giftConfig)
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private async void TtqEffectCreateFunc(GiftConfig giftConfig)
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{
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GameModule.Timer.AddTimer(async (e) =>
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{
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var m_Ego = GameModule.Resource.LoadGameObject("TTQ01");
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m_Ego.transform.SetParent(this.transform);
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m_Ego.transform.localPosition = Vector3.zero;
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m_Ego.transform.localScale = Vector3.one;
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//m_Ego.transform.GetComponent<UIParticle>().scale = 1;
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// 设置时间消失
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await UniTask.Delay(giftConfig.TimerLen * 1000);
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GameObject.Destroy(m_Ego);
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}, giftConfig.TimerLen);
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var m_Ego = GameModule.Resource.LoadGameObject("TTQ01");
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m_Ego.transform.SetParent(this.transform);
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m_Ego.transform.localPosition = Vector3.zero;
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m_Ego.transform.localScale = Vector3.one;
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// 设置时间消失
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await UniTask.Delay(giftConfig.TimerLen * 1000);
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GameObject.Destroy(m_Ego);
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}
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private async void AddGiftMessageFunc(UnitPlayerData unitPlayerData, GiftConfig giftConfig, int num)
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@ -394,7 +391,7 @@ namespace GameLogic
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// Set the target positions for the HItemActors based on their new order
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for (int i = 0; i < hItemActors.Count; i++)
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{
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var hItemActor = hItemActors[i].actor;
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var hItemActor = hItemActors[i].actor;
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hItemActor.m_Index = i;
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var rectTransform = hItemActor.gameObject.GetComponent<RectTransform>();
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Vector2 targetPosition = new Vector2(0, 435 - i * (109 - 5f));
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