对金手指特效问题

This commit is contained in:
DESKTOP-SAJ6RKV\Administrator 2025-06-26 05:49:23 +08:00
parent 9df40f971d
commit 7acb2ca6a7
8 changed files with 149 additions and 33 deletions

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@ -300,6 +300,31 @@ namespace GameLogic
// 龙卷风特效特殊处理 // 龙卷风特效特殊处理
for (int j = 0; j < 5; j++)
{
// 生成特效
var eGo = GameModule.Resource.LoadGameObject(giftConfig.EffectName);
eGo.transform.SetParent(GetRect().transform);
eGo.transform.localPosition = new Vector3(1500, 0, 0);
eGo.transform.localScale = Vector3.one;
// 动画异步执行,不阻塞主流程
eGo.transform.DOLocalMoveX(0, 5f).OnComplete(() =>
{
GameObject.Destroy(eGo);
});
GameModule.Timer.AddTimer((e) =>
{
SetCurrenFill();
}, 4f);
// 严格每500ms生成一个特效
await UniTask.Delay(500);
}
await UniTask.Delay(6000); await UniTask.Delay(6000);
// 直接扣 // 直接扣

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@ -10,6 +10,8 @@ using DG.Tweening;
using Coffee.UIExtensions; using Coffee.UIExtensions;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using System.Threading.Tasks; using System.Threading.Tasks;
using UnityEngine.Timeline;
using UnityEngine.Events;
namespace GameLogic namespace GameLogic
{ {
@ -789,36 +791,15 @@ namespace GameLogic
for (int i = 0; i < 3; i++) for (int i = 0; i < 3; i++)
{ {
// 添加减速Buff // 添加减速Buff
Buff m_Buff1 = new Buff(); Buff m_Buff1 = new Buff();
m_Buff1.OnInit(giftConfig.Id, giftConfig.AddPower * num, giftConfig.TimerLen, giftConfig.AddGiftScore, num); m_Buff1.OnInit(giftConfig.Id, giftConfig.AddPower * num, giftConfig.TimerLen, giftConfig.AddGiftScore, num);
m_TempList[i].AddBuff(m_Buff1, unitPlayerData, giftConfig); m_TempList[i].AddBuff(m_Buff1, unitPlayerData, giftConfig);
for (int j = 0; j < 5; j++)
{
// 添加减速Buff给到
var eGo = GameModule.Resource.LoadGameObject(giftConfig.EffectName);
eGo.transform.SetParent(m_TempList[i].GetRect().transform);
//eGo.transform.position = actor.GetRect().transform.position;
eGo.transform.localPosition = new Vector3(1500, 0, 0);
eGo.transform.localScale = Vector3.one;
m_Buff1.m_EffectGo = eGo;
// 移动特效
eGo.transform.DOLocalMoveX(0, 5f).OnComplete(() =>
{
Log.Debug("?");
GameObject.Destroy(eGo);
m_TempList[i].SetCurrenFill();
});
await UniTask.Delay(500); // 延时1秒
}
} }
} }
/// <summary> /// <summary>
@ -908,8 +889,6 @@ namespace GameLogic
if (DataGameSceneManager.Instance.m_TeamSortList[0] == actor) if (DataGameSceneManager.Instance.m_TeamSortList[0] == actor)
{ {
// 自己是第一名,则给第二名生成一个特效 // 自己是第一名,则给第二名生成一个特效
Log.Debug("?!!!");
// 添加减速Buff给到 // 添加减速Buff给到
var eGo = GameModule.Resource.LoadGameObject("JSZ"); var eGo = GameModule.Resource.LoadGameObject("JSZ");
eGo.transform.SetParent(DataGameSceneManager.Instance.m_TeamSortList[1].GetRect().transform); eGo.transform.SetParent(DataGameSceneManager.Instance.m_TeamSortList[1].GetRect().transform);
@ -922,16 +901,14 @@ namespace GameLogic
GameObject.Destroy(eGo); GameObject.Destroy(eGo);
}); });
for (int i = 0; i < 45; i++) var JszSignal = GameModule.Resource.LoadAsset<SignalAsset>("JszSignal");
eGo.GetComponent<SignalReceiver>().GetReaction(JszSignal).AddListener(() =>
{ {
DataGameSceneManager.Instance.m_TeamSortList[1].SetCurrenFill(); DataGameSceneManager.Instance.m_TeamSortList[1].SetCurrenFill();
await UniTask.Delay(600); });
}
} }
else else
{ {
Log.Debug("?!!!312321321");
// 给第一名生成一个特效 // 给第一名生成一个特效
// 添加减速Buff给到 // 添加减速Buff给到
var eGo = GameModule.Resource.LoadGameObject("JSZ"); var eGo = GameModule.Resource.LoadGameObject("JSZ");
@ -945,11 +922,12 @@ namespace GameLogic
GameObject.Destroy(eGo); GameObject.Destroy(eGo);
}); });
for (int i = 0; i < 45; i++)
var JszSignal = GameModule.Resource.LoadAsset<SignalAsset>("JszSignal");
eGo.GetComponent<SignalReceiver>().GetReaction(JszSignal).AddListener(() =>
{ {
DataGameSceneManager.Instance.m_TeamSortList[0].SetCurrenFill(); DataGameSceneManager.Instance.m_TeamSortList[1].SetCurrenFill();
await UniTask.Delay(600); });
}
} }

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