usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;publicclassBling:MonoBehaviour{publicTexture img;publicfloat speed;publicstaticbool changeWhite =false;privatefloat alpha=0f;// Start is called before the first frame updatevoidStart(){}// Update is called once per framevoidUpdate(){}privatevoidOnGUI(){if(changeWhite){
alpha += speed * Time.deltaTime;if(alpha>=1){
changeWhite =false;}}else{if(alpha>0){
alpha -= speed * Time.deltaTime;}}
GUI.color =newColor(GUI.color.r, GUI.color.g, GUI.color.b, alpha);
GUI.DrawTexture(newRect(0,0,Screen.width,Screen.height),img);}publicstaticvoidblinking(){
changeWhite =true;}}
二、在角色脚本触发物体脚本中引用闪烁脚本
usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;publicclassFly:MonoBehaviour{//获取小鸟(刚体)privateRigidbody2D bird;//速度publicfloat speed;//跳跃publicfloat jump;//是否存活publicstaticbool life =true;//获取动画器privateAnimator animator;// Start is called before the first frame updatevoidStart(){
bird =GetComponent<Rigidbody2D>();
animator =GetComponent<Animator>();}// Update is called once per framevoidUpdate(){//村换的时候才能运动if(life){
bird.velocity =newVector2(speed, bird.velocity.y);//鼠标点击给目标一个纵向速度if(Input.GetMouseButtonDown(0)){
bird.velocity =newVector2(bird.velocity.x, jump);}}}//如果碰撞器撞到了某个物体privatevoidOnCollisionEnter2D(Collision2D collision){if(life==true){
Bling.blinking();}
life =false;
animator.SetBool("life",false);}}