一、工程截图
用到的缓动脚本
UITweenPosition
UITweenScale
UITweenAlpha
UIHurtText.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 显示伤害数字文本框
/// </summary>
public class UIHurtText : MonoBehaviour
{
//各缓动延迟执行时间
public float tweenPositionDelay = 0;
public float tweenScaleDelay = 0;
public float tweenAlphaDelay = 0;
[Tooltip("上飘高度")]
public float upHeight = 3.5f;
private RectTransform rectTransform;
private UITweenPosition tweenPosition;
private UITweenScale tweenScale;
private UITweenAlpha tweenAlpha;
private Text text;
private void Awake()
{
rectTransform = this.GetComponent<RectTransform>();
tweenPosition = this.GetComponent<UITweenPosition>();
tweenScale = this.GetComponent<UITweenScale>();
tweenAlpha = this.GetComponent<UITweenAlpha>();
tweenPosition.delayTime = tweenPositionDelay;
tweenScale.delayTime = tweenScaleDelay;
tweenAlpha.delayTime = tweenAlphaDelay;
text = this.GetComponent<Text>();
}
public Vector2 anchoredPosition
{
set
{
rectTransform.anchoredPosition = value;
}
}
// 播放伤害飘字
public void Play(string s, Vector3 worldPosition)
{
gameObject.SetActive(true);
text.text = s;
//视口坐标,左下角(0,0), 右上角(1,1)
//屏幕坐标,左下角(0,0), 右上角(Screen.width, Screen.height)
//Vector3 viewportPosition = Camera.main.WorldToViewportPoint(worldPosition);
//Vector3 screenPosition = Camera.main.ViewportToScreenPoint(viewportPosition);
Vector3 screenPosition = Camera.main.WorldToScreenPoint(worldPosition);
Vector3 screenPositionTo = Camera.main.WorldToScreenPoint(worldPosition + new Vector3(0, upHeight, 0));
//Canvas的(0,0)坐标在屏幕中心
screenPosition.x -= Screen.width / 2;
screenPosition.y -= Screen.height / 2;
screenPositionTo.x -= Screen.width / 2;
screenPositionTo.y -= Screen.height / 2;
tweenPosition.from = screenPosition;
tweenPosition.to = screenPositionTo;
tweenPosition.Reset();
tweenScale.Reset();
tweenAlpha.Reset();
tweenPosition.Play();
tweenScale.Play();
tweenAlpha.Play();
}
// Alpha缓动完成回调
public void OnTweenAlphaCompleted()
{
UIHurtTextManager.Instance.Release(this); //回收
}
}
UIHurtTextTips.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 伤害文本提示
/// </summary>
public class UIHurtTextTips : MonoBehaviour
{
public static UIHurtTextManager Instance { get; private set; }
public UIHurtText templet;
[SerializeField]
private Transform textParent;
private UIHeadTextPool pool;
void Awake()
{
Instance = this;
}
void Start()
{
pool = new UIHeadTextPool();
pool.parent = textParent;
pool.templet = templet;
templet.gameObject.SetActive(false);
}
// 显示伤害数值
public void ShowHurtNumber(int num, Vector3 worldPosition)
{
ShowHurtText(string.Format("-{0}", num), worldPosition);
}
// 显示伤害文本
public void ShowHurtText(string s, Vector3 worldPosition)
{
UIHurtText hurtText = pool.Get();
hurtText.Play(s, worldPosition);
}
// 回收
public void Release(UIHurtText element)
{
pool.Release(element);
}
// 文本对象池
private class UIHeadTextPool
{
private readonly Stack<UIHurtText> m_Stack = new Stack<UIHurtText>();
public int countAll { get; private set; }
public Transform parent;
public UIHurtText templet;
public UIHurtText Get()
{
UIHurtText element;
if (m_Stack.Count == 0)
{
element = GameObject.Instantiate(templet);
element.transform.SetParent(parent);
countAll++;
}
else
{
element = m_Stack.Pop();
}
return element;
}
public void Release(UIHurtText element)
{
if (m_Stack.Count > 0 && ReferenceEquals(m_Stack.Peek(), element))
Debug.LogError("Internal error. Trying to destroy object that is already released to pool.");
m_Stack.Push(element);
element.gameObject.SetActive(false);
}
}
}
伤害飘字接口调用方式
int hurt = Random.Range(100, 100000);
//第2个参数为被攻击者的世界坐标
UIHurtTextManager.Instance.ShowHurtNumber(hurt, transform.position);