Unity类银河恶魔城学习记录(P165 Ailments fx)

本章节制作了敌人进入异常状态的三种特效

教程:【Unity教程】从0编程制作类银河恶魔城游戏

源代码

EntityFX.cs

新增代码

[Header("元素粒子")]
[SerializeField] private ParticleSystem igniteFX;
[SerializeField] private ParticleSystem chillFX;
[SerializeField] private ParticleSystem shockFX;
private void CancleColorChange()
{
    CancelInvoke();
    sr.color = Color.white;

    //取消所有粒子效果
    igniteFX.Stop();
    chillFX.Stop();
    shockFX.Stop();
}
public void IgniteFxFor(float _second)
{
    //播放点燃粒子效果
    igniteFX.Play();

    InvokeRepeating("IgniteColorFx", 0, .3f);
    Invoke("CancleColorChange", _second);
}
public void ChillFxFor(float _second)
{
    //播放寒冷粒子效果
    chillFX.Play();

    InvokeRepeating("ChillColorFx", 0, .3f);
    Invoke("CancleColorChange", _second);
}

public void ShockFxFor(float _second)
{
    //播放电击粒子效果
    shockFX.Play();

    InvokeRepeating("ShockColorFx", 0, .3f);
    Invoke("CancleColorChange", _second);
}

完整代码

using System.Collections;
using UnityEngine;

public class EntityFX : MonoBehaviour
{
    private SpriteRenderer sr;

    [Header("Flash FX")]
    [SerializeField] private float flashDuration;
    [SerializeField] private Material hitMat;
    private Material originalMat;

    [Header("Ailment color")]
    [SerializeField] private Color[] chillColor;
    [SerializeField] private Color[] igniteColor;
    [SerializeField] private Color[] shockColor;

    [Header("元素粒子")]
    [SerializeField] private ParticleSystem igniteFX;
    [SerializeField] private ParticleSystem chillFX;
    [SerializeField] private ParticleSystem shockFX;

    private void Start()
    {
        sr = GetComponentInChildren<SpriteRenderer>();
        originalMat = sr.material;

    }

    public void MakeTransprent(bool _transprent)
    {
        if (_transprent)
            sr.color = Color.clear;
        else
            sr.color = Color.white;

    }

    private IEnumerator FlashFX()
    {
        sr.material = hitMat;
        Color currentColor = sr.color;

        sr.color = Color.white;

        yield return new WaitForSeconds(flashDuration);


        sr.color = currentColor;
        sr.material = originalMat;
    }

    private void RedColorBlink()
    {
        if (sr.color != Color.white)
        {
            sr.color = Color.white;
        }
        else
        {
            sr.color = Color.red;
        }
    }

    private void CancleColorChange()
    {
        CancelInvoke();
        sr.color = Color.white;

        //取消所有粒子效果
        igniteFX.Stop();
        chillFX.Stop();
        shockFX.Stop();
    }
    public void IgniteFxFor(float _second)
    {
        //播放点燃粒子效果
        igniteFX.Play();

        InvokeRepeating("IgniteColorFx", 0, .3f);
        Invoke("CancleColorChange", _second);
    }
    public void ChillFxFor(float _second)
    {
        //播放寒冷粒子效果
        chillFX.Play();

        InvokeRepeating("ChillColorFx", 0, .3f);
        Invoke("CancleColorChange", _second);
    }

    public void ShockFxFor(float _second)
    {
        //播放电击粒子效果
        shockFX.Play();

        InvokeRepeating("ShockColorFx", 0, .3f);
        Invoke("CancleColorChange", _second);
    }

    private void IgniteColorFx()
    {
        if (sr.color != igniteColor[0])
            sr.color = igniteColor[0];
        else
            sr.color = igniteColor[1];
    }
    private void ChillColorFx()
    {
        if (sr.color != chillColor[0])
            sr.color = chillColor[0];
        else
            sr.color = chillColor[1];
    }

    private void ShockColorFx()
    {
        if (sr.color != shockColor[0])
            sr.color = shockColor[0];
        else
            sr.color = shockColor[1];
    }


}

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