石头引擎合入,添加了抖动,进度条,速度显示

This commit is contained in:
2025-01-23 23:07:18 +08:00
parent f0a7b63f32
commit da77bb6023
10 changed files with 2051 additions and 1328 deletions
@@ -20,6 +20,7 @@ namespace AibisDream
private bool _isSuccess;
public float curSpeed;
public float targetSpeed=0.95f;
[HideInInspector] public UnityEvent<float, float> updateSpeedEvent = new();
[SerializeField] private float coverMoveDuration = 5f;
@@ -61,7 +62,7 @@ namespace AibisDream
private void Update()
{
updateSpeedEvent.Invoke(curSpeed, GetSpeedScale());
if (curSpeed >= 0.99f && !_isSuccess)
if (curSpeed >= targetSpeed && !_isSuccess)
{
_isSuccess = true;
isPullActive = false;
@@ -1,4 +1,5 @@
using UnityEngine;
using RainbowArt.CleanFlatUI;
namespace AibisDream
{
@@ -6,19 +7,24 @@ namespace AibisDream
{
private Material _material;
private EngineSystem _engineSystem;
private ProgressBarGridCircular progress;
private static readonly int Progress1 = Shader.PropertyToID("_Progress");
private void Awake()
{
_material = GetComponent<SpriteRenderer>().material;
{
_engineSystem = transform.parent.GetComponent<EngineSystem>();
_material = _engineSystem.transform.Find("心脏引擎").GetComponent<SpriteRenderer>().material;
progress=FindObjectOfType<ProgressBarGridCircular>();
_engineSystem.updateSpeedEvent.AddListener(OnSpeedChange);
}
private void OnSpeedChange(float originSpeed, float speedScale)
{
_material.SetFloat(Progress1, originSpeed);
_material.SetFloat("_VibrateFade", originSpeed);
progress.CurrentValue=Mathf.RoundToInt(originSpeed * 50);
//_material.SetFloat(Progress1, originSpeed);
}
}
}