介绍
使用Dotween和UniTask 结合的方式实现金币飞入指定位置,这中间会用到UniTask和Dotween相关的知识点。
准备工作
- 最需要准备的无非就是导入 UniTask 我在上一篇已经说过了,这里还需要导入 Dotween,直接使用免费版本的即可。免费版本的Dotween可以直接在Unity Asset Store 里面下载导入。
- 场景的搭建也很简单结构如下图
- 制作一个简单的预制体金币的
脚本编写
这里有有一个脚本啊直接挂载在CoinCollection 上面去。
using Cysharp.Threading.Tasks;
using DG.Tweening;
using System;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;
using UnityEngine.UI;
// 注意如果没有添加好 宏 这里是无法在Dotween上使用UniTask的
public class UniTaskTargetMove : MonoBehaviour
{
public GameObject coin;
public Transform coinParent;
[SerializeField,Tooltip("金币生成的位置")] private Transform _locationPosition;
[SerializeField,Tooltip("金币最终要飞到的位置")] private Transform _endPosition;
[SerializeField] private Text _coinText;
[Header("金币随机生成的范围")]
[SerializeField] private int _minX;
[SerializeField] private int _maxX;
[SerializeField] private int _minY;
[SerializeField] private int _maxY;
[SerializeField,Tooltip("金币生成的数量")] private int _coinAmount;
[SerializeField,Tooltip("金币移动的时间")] private float _duration;
private List<GameObject> coins = new List<GameObject>();
private Tween tweenCoins;
private int coinCount;
CancellationTokenSource cancellationTokenSource = new CancellationTokenSource();
private void Start()
{
// CollectCoins();
}
[Button("cioinCollections")]
private async void CollectCoins() {
cancellationTokenSource.Cancel();
SetCoins(0);
for (int i = coins.Count-1; i >= 0; i--) {
Destroy(coins[i]);
}
coins.Clear();
List<UniTask> uniTasks = new List<UniTask>();
for (int i = 0; i < _coinAmount; i++)
{
var tempCoinPos = Instantiate(coin, coinParent);
var xPosition = _locationPosition.position.x + UnityEngine.Random.Range(_minX, _maxX);
var yPosition = _locationPosition.position.y + UnityEngine.Random.Range(_minY, _maxY);
tempCoinPos.transform.position = new Vector3(xPosition, yPosition);
uniTasks.Add (tempCoinPos.transform.DOPunchPosition(new Vector3(0,30,0),UnityEngine.Random.Range(0,1f)).SetEase(Ease.InOutElastic)
.ToUniTask());
coins.Add(tempCoinPos);
await UniTask.Delay(TimeSpan.FromSeconds(0.01f));
}
//await UniTask.Delay(TimeSpan.FromSeconds(1f));
await UniTask.WhenAll(uniTasks);
await moveCoinsTask();
}
private async UniTask moveCoinsTask() {
List<UniTask> movecoinTaskList = new List<UniTask>();
for (int i = coins.Count-1; i >= 0; i--)
{
movecoinTaskList.Add(MoveCoinTask(coins[i]));
await UniTask.Delay(TimeSpan.FromSeconds(0.05f)); // 等待0.05f
}
}
/// <summary>
/// 更新金币的数量
/// </summary>
/// <param name="value"></param>
private void SetCoins(int value) {
coinCount = value;
_coinText.text = coinCount.ToString();
}
/// <summary>
/// 移动金币
/// </summary>
/// <param name="coinInstance"></param>
/// <returns></returns>
private async UniTask MoveCoinTask(GameObject coinInstance) {
await coinInstance.transform.DOMove(_endPosition.position, _duration).SetEase(Ease.InBack).ToUniTask();
var temp = coinInstance;
coins.Remove(coinInstance);
Destroy(temp);
await ReactToCollectionCoin();
SetCoins(coinCount + 1);
}
/// <summary>
/// 当金币到达endPosition后面的时候会 变大变小
/// </summary>
/// <returns></returns>
private async UniTask ReactToCollectionCoin() {
if (tweenCoins == null) {
tweenCoins = _endPosition.DOPunchScale(new Vector3(1.5f, 1.5f, 1.5f), 0.1f).SetEase(Ease.InOutElastic);
await tweenCoins.ToUniTask();
tweenCoins = null;
}
}
}
这个效果用到了很多UniTask和DoTween相关的知识,这个也主要是为了更好的学习如何使用UniTask。