Unity 公用函数整理【二】

1、在规定时间时间内将一个值变化到另一个值,使用Mathf.Lerp实现


    private float timer;

    [Tooltip("当前温度")]
    private float curTemp;

    [Tooltip("开始温度")]
    private float startTemp = 20;

    private float maxTemp = 100;

    /// <summary>
    /// 升温时设置温度计度数
    /// </summary>
    /// <param name="duration"></param>
    private void HeatingUp(float duration = 10f)
    {
        if (timer <= duration)
        {
            timer += Time.deltaTime;
            float t = timer / duration;
            curTemp = Mathf.Lerp(startTemp, maxTemp, t);
            Debug.Log(" 时间=" + timer.ToString("0.000") + "  <color=red>升温=</color>" + curTemp.ToString("0.000"));
            //thermometerFill.fillAmount = curTemp / 100f;
            //thermometerText.text = "温度 " + curTemp.ToString("0") + " ℃";
        }
    }

    /// <summary>
    /// 降温时设置温度计度数
    /// </summary>
    /// <param name="duration"></param>
    private void Cooling(float duration = 10f)
    {
        if (timer >= 0)
        {
            timer -= Time.deltaTime;
            float t = timer / duration;
            curTemp = Mathf.Lerp(startTemp, maxTemp, t);
            Debug.Log("时间=" + timer.ToString("0.00") + "  <color=yellow>降温=</color>" + curTemp.ToString("0.00"));
            //thermometerFill.fillAmount = curTemp / 100f;
            //thermometerText.text = "温度 " + curTemp.ToString("0") + " ℃";
        }
    }

2、控制粒子特效数量变化

   [Tooltip("水蒸气")] private ParticleSystem waterVapor;
   private float waterVaporValue = 0f;//水蒸气初始值
   private float targetValue = 1000f;//目标值

    /// <summary>
    /// 水泡粒子特效变化
    /// </summary>
    /// <param name="isAdd"></param>
    /// <param name="duration"></param>
    public void WaterVaporValueChanges(bool isAdd = true, float duration = 10f)
    {
        if (isAdd)
        {
            waterVaporValue += Time.deltaTime * (targetValue / duration);
            if (waterVaporValue >= targetValue)
            {
                waterVaporValue = targetValue;
            }
        }
        else
        {
            waterVaporValue -= Time.deltaTime * (targetValue / duration);
            if (waterVaporValue <= 0)
            {
                waterVaporValue = 0;
            }
        }
        SetWaterVaporParticles(waterVaporValue);
    }

    /// <summary>
    /// 水蒸气特效
    /// </summary>
    /// <param name="value"></param>
    public void SetWaterVaporParticles(float value=0)
    {
        var mainWaterVapor = waterVapor.main;
        mainWaterVapor.maxParticles = (int)value;
    }

3、比较两个点击物体的距离


        private int CompareDistance(RaycastHit r1, RaycastHit r2)
        {
            var r1Drag = r1.transform != null ? r1.transform.GetComponentInParent<ObjectDrag>() : null;
            var r2Drag = r2.transform != null ? r2.transform.GetComponentInParent<ObjectDrag>() : null;

            if (r1Drag != null && r2Drag == null)
            {
                return -1;
            }
            else if (r1Drag == null && r2Drag != null)
            {
                return 1;
            }
            else if (r2Drag != null && r1Drag != null)
            {
                if (r2Drag.Weight != r1Drag.Weight)
                {
                    return r2Drag.Weight.CompareTo(r1Drag.Weight);
                }
            }

            return r1.distance.CompareTo(r2.distance);
        }

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