Unity3D 血条的渐变效果
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Unity3D 血条的渐变效果
效果图
此效果可结合多层血条特效,效果更佳
点击此处可查看多层血条特效 添加链接描述
提示:以下是本篇文章正文内容,下面案例可供参考
一、准备工程项目
二、新建脚本
1.新建test脚本挂在BG上
using UnityEngine;
using UnityEngine.UI;
namespace HKZ
{
public class Test : MonoBehaviour
{
public static Test Instance;
private Image imgRed;
private Image imgYellow;
private float currentPrg = 1f;
private float targetPrg = 1f;
public float AccelerHpSpeed = 0.5f;//渐变速度
private void Start()
{
Instance = this;
imgRed = transform.Find("imgRed").GetComponent<Image>();
imgYellow = transform.Find("imgYellow").GetComponent<Image>();
imgRed.fillAmount = 1;
imgYellow.fillAmount = 1;
}
private void Update()
{
BlendHp();
imgYellow.fillAmount = currentPrg;
}
public void SetHpVal(int oldVal, int newVal, int sum)
{
currentPrg = oldVal * 1.0f / sum;
targetPrg = newVal * 1.0f / sum;
imgRed.fillAmount = targetPrg;
}
private void BlendHp()
{
if (Mathf.Abs(currentPrg - targetPrg) < AccelerHpSpeed * Time.deltaTime)
{
currentPrg = targetPrg;
}
else if (currentPrg > targetPrg)
{
currentPrg -= AccelerHpSpeed * Time.deltaTime;
}
else
{
currentPrg += AccelerHpSpeed * Time.deltaTime;
}
}
}
}
2.新建Player脚本挂在Player上
代码如下(示例):
using UnityEngine;
namespace HKZ
{
public class Player : MonoBehaviour
{
private int hp = 1000;
private int oldHp;
private int newHp;
private int hurt = 300;
private void Start()
{
oldHp = hp;
}
private void Update()
{
if (Input.GetMouseButtonDown(0))
{
newHp = oldHp - hurt;
Test.Instance.SetHpVal(oldHp, newHp, hp);
oldHp = newHp;
}
}
}
}
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