Unity实现杀戮尖塔出牌效果(一.扇形开牌)

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作者
筋斗云
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最终效果展示

主要步骤

一. 扇形开牌

二. 鼠标指向卡牌时,卡牌强调动画

①卡牌高度提升
②卡牌旋转归零
③卡牌层级高于其他手牌

三. 卡牌使用效果

1. 攻击类型卡牌

①拖拽超过一定高度之后卡牌会移动到手牌中心位置
②出现攻击引导箭头
③成功指向目标怪物后打出

2. 技能能力类型卡牌

①可自由拖动
②脱离手牌高度后打出

四. 卡牌使用结束效果

1. 播放攻击特效

2. 播放卡牌收尾特效

①卡牌从当前位置移动到中心位置
②卡牌居中悬停展示几毫秒
③播放回归弃牌堆动画

代码详解

一. 扇形开牌

在这里插入图片描述

核心代码

public class CardItem : MonoBehaviour   {       /// <summary>       /// 卡牌扇形展开中心点       /// </summary>       public Vector3 root;       /// <summary>       /// 展开角度       /// </summary>       public float rot;       /// <summary>       /// 展开半径       /// </summary>       public float size;       /// <summary>       /// 动画速度       /// </summary>       public float animSpeed = 10;       /// <summary>       /// 高度值(决定卡牌层级)       /// </summary>       public float zPos=0;             public  void RefreshData(Vector3 root,float rot, float size,float zPos)       {                 this.root = root;           this.rot = rot;           this.size = size;           this.zPos = -zPos*0.02f;       }       // Update is called once per frame       void Update()       {                 SetPos();       }       public void SetPos()       {                 //设置卡牌位置           float x = root.x + Mathf.Cos(rot) * size;           float y = root.y + Mathf.Sin(rot) * size;           transform.position = Vector3.Lerp(transform.position, new Vector3(x, y, root.z+this.zPos), Time.deltaTime * animSpeed);           //设置卡牌角度           float rotZ = GetAngleInDegrees(root, transform.position);           Vector3 localEulerAngles = transform.localEulerAngles;           Quaternion rotationQuaternion = Quaternion.Euler(new Vector3(0, 0, rotZ));           transform.rotation = Quaternion.RotateTowards(transform.rotation, rotationQuaternion, Time.deltaTime * animSpeed * 30);       }         /// <summary>       /// 获取两个向量之间的弧度值0-2π       /// </summary>    /// <param name="positionA">点A坐标</param>       /// <param name="positionB">点B坐标</param>       /// <returns></returns>         public static float GetAngleInDegrees(Vector3 positionA, Vector3 positionB)       {                 // 计算从A指向B的向量           Vector3 direction = positionB - positionA;           // 将向量标准化           Vector3 normalizedDirection = direction.normalized;           // 计算夹角的弧度值           float dotProduct = Vector3.Dot(normalizedDirection, Vector3.up);           float angleInRadians = Mathf.Acos(dotProduct);              //判断夹角的方向:通过计算一个参考向量与两个物体之间的叉乘,可以确定夹角是顺时针还是逆时针方向。这将帮助我们将夹角的范围扩展到0到360度。           Vector3 cross = Vector3.Cross(normalizedDirection, Vector3.up);           if (cross.z > 0)           {                        angleInRadians = 2 * Mathf.PI - angleInRadians;           }           // 将弧度值转换为角度值           float angleInDegrees = angleInRadians * Mathf.Rad2Deg;           return angleInDegrees;       }} 
public class CardManager : MonoBehaviour   {       /// <summary>       /// 卡牌起始位置       /// </summary>       public Vector3 rootPos=new Vector3(0,-33.5f,20);       /// <summary>       /// 卡牌对象       /// </summary>       public GameObject cardItem;       /// <summary>       /// 扇形半径       /// </summary>       public float size =30f;       /// <summary>       /// 卡牌出现最大位置       /// </summary>       private float minPos = 1.415f;       /// <summary>       /// 卡牌出现最小位置       /// </summary>       private float maxPos = 1.73f;       /// <summary>       /// 手牌列表       /// </summary>       private List<CardItem> cardList;       /// <summary>       /// 手牌位置       /// </summary>       private List<float> rotPos;       /// <summary>       /// 最大手牌数量       /// </summary>       private int CardMaxCount=8;          void Start()       {        InitCard();       }    /// <summary>       /// 数据初始化       /// </summary>       public  void InitCard()       {             rotPos=InitRotPos(CardMaxCount);       }         /// <summary>       /// 初始化位置       /// </summary>       /// <param name="count"></param>         /// <param name="interval"></param>         /// <returns></returns>         public List<float> InitRotPos(int count)       {                 List<float> rotPos=new List<float>();           float interval = (maxPos - minPos)/count;           for (int i = 0; i < count; i++)           {                         float nowPos = maxPos - interval * i;               rotPos.Add(nowPos);           }                 return rotPos;       }       // Update is called once per frame       void Update()       {                 TaskItemDetection();           RefereshCard();       }        /// <summary>       /// 添加卡牌       /// </summary>       public  void AddCard()       {                 if (cardList==null)           {                         cardList=new List<CardItem>();           }           if (cardList.Count>=CardMaxCount)           {                         Debug.Log("手牌数量上限");               return;           }                 GameObject item = Instantiate(cardItem,this.transform);           CardItem text=item.GetComponent<CardItem>();           text.RefreshData(rootPos,0,0,0);           cardList.Add(text);       }         /// <summary>       /// 手牌状态刷新       /// </summary>       public void RefereshCard()       {                 if (cardList==null)           {                        return;           }           for (int i = 0; i < cardList.Count; i++)           {             cardList[i].RefreshData(rootPos,rotPos[i],size,i);            }       }         /// <summary>       /// 销毁卡牌       /// </summary>       public  void RemoveCard()       {                 if (cardList==null)           {             return;           }           CardItem item = cardList[cardList.Count - 1];           cardList.Remove(item);           Destroy(item.gameObject);       }     	/// <summary>       /// 销毁卡牌       /// </summary>       /// <param name="item"></param>         public  void RemoveCard(CardItem item)       {                 if (cardList==null)           { 	        return;           }         cardList.Remove(item);           Destroy(item.gameObject);       }       private Vector3 oldmousePosition;                  /// <summary>       /// 玩家操作检测       /// </summary>       public void TaskItemDetection()       {               if (Input.GetKeyDown(KeyCode.A))           {                     AddCard();           }                }   } 

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