Files
daluandou/Assets/Script/WorldHealthBar.cs
T
huadexuan 4e892d74c4 ```
feat(UnitBase): 添加单位分散机制和目标选择偏移

- 新增阵型分散参数:separationRadius、separationWeight、targetSpreadBias
- 实现ComputeSeparation方法计算友军分离力,避免单位扎堆
- 添加确定性分散偏移,让不同单位偏好不同目标,避免全部涌向同一敌人
- 在移动逻辑中集成分离向量计算

feat(WorldHealthBar): 实现伤害数字显示系统

- 添加伤害数字相关配置参数:showDamageNumbers、damageNumberDuration等
- 实现TakeDamage和Heal方法中的伤害数字生成逻辑
- 创建DamageNumber组件处理数字的上升、缩放、淡出动画
- 实现白字黑边效果,使用TextMesh副本组合方式实现描边

refactor(CoreBattleTest): 更新AI巡逻和检测参数

- 将clickStopDistance替换为patrolStopDistance、patrolPause、patrolRadius
- 添加leashRadius和friendlyBuildingTag参数
- 为攻击单位增加detectRange检测范围参数

chore(dependencies): 更新包管理依赖配置

- 添加TJGenerators和CodelyBridge包引用
- 调整包依赖顺序,保持XR模块引用

docs(CODELY): 更新开发日志记录

- 添加建筑系统核心脚本实现说明
- 记录NavMesh烘焙问题及解决方案
- 详细说明伤害数字系统的实现要点和技术难点
```
2026-09-14 23:11:35 +08:00

724 lines
26 KiB
C#

using UnityEngine;
using UnityEngine.UI;
public class WorldHealthBar : MonoBehaviour
{
// 最大生命值。
[Min(1f)] public float maxHealth = 100f;
// 当前生命值,范围会自动限制在 0 到 maxHealth 之间。
[Min(0f)] public float currentHealth = 100f;
// 技能能量上限,所有单位默认使用100点。
[Header("技能能量")]
[Min(1f)] public float maxEnergy = 100f;
// 当前技能能量,范围会自动限制在 0 到 maxEnergy 之间。
[Min(0f)] public float currentEnergy = 0f;
public bool IsEnergyFull => !isDead && currentEnergy >= maxEnergy;
// 血条相对于单位头顶的额外高度。
[Min(0f)] public float heightOffset = 0.25f;
// 所有单位使用统一的血条世界宽度。
[Min(0.1f)] public float barWidth = 1.2f;
// 血条边框颜色。
public Color borderColor = new Color(0.03f, 0.03f, 0.03f, 0.95f);
// 死亡特效持续时间,单位为秒。
[Min(0.1f)] public float deathEffectDuration = 1.1f;
// 死亡时使用的浅蓝色粒子颜色。
public Color deathEffectColor = new Color(0.55f, 0.9f, 1f, 1f);
[Header("伤害数字")]
public bool showDamageNumbers = true;
[Min(0.1f)] public float damageNumberDuration = 0.8f;
[Min(0f)] public float damageNumberRiseHeight = 1.2f;
[Min(0f)] public float damageNumberSpawnHeight = 1.5f;
[Min(0.01f)] public float damageNumberSize = 0.09f;
[Min(0f)] public float damageNumberOutlineWidth = 0.015f;
// 血条 UI 的像素尺寸,实际显示大小由 worldWidth 控制。
private const int PixelWidth = 100;
private const int PixelHeight = 14;
// 能量条紧贴血条下方,宽度更窄,高度更小。
private const int EnergyPixelWidth = 80;
private const int EnergyPixelHeight = 8;
private const int BarGap = 2;
private const int TotalPixelHeight = PixelHeight + BarGap + EnergyPixelHeight;
// 世界空间 Canvas,用来承载血条 UI。
private Canvas canvas;
// 血条整体的 RectTransform。
private RectTransform barRect;
// 绿色血量填充 Image。
private Image fillImage;
// 金色技能能量填充 Image。
private Image energyFillImage;
// 血条相对于单位的本地位置。
private Vector3 localBarPosition;
// 血条最终使用的世界宽度。
private float worldWidth;
// 所有血条共用的圆角 Sprite。
private static Sprite roundedSprite;
// 防止死亡逻辑重复执行。
private bool isDead;
// 初始化血量和血条 UI。
private void Awake()
{
maxHealth = Mathf.Max(1f, maxHealth);
currentHealth = Mathf.Clamp(currentHealth, 0f, maxHealth);
maxEnergy = Mathf.Max(1f, maxEnergy);
currentEnergy = Mathf.Clamp(currentEnergy, 0f, maxEnergy);
CalculateLayout();
CreateBar(); // 创建血条 UI 结构,但颜色在 Start() 中设置
UpdateFill();
UpdateEnergyFill();
}
// 在 Start() 中根据最终标签设置血条颜色,确保 Instantiate 后的标签修改生效。
private void Start()
{
if (fillImage != null)
{
fillImage.color = GetHealthFillColor();
}
}
// 每帧让血条保持在单位头顶,并朝向主摄像机。
private void LateUpdate()
{
if (barRect == null) return;
barRect.localPosition = GetBarRootPosition();
ApplyScaleCompensation();
// 优先使用场景中名称完全为 Main Camera 的摄像机。
Camera camera = FindMainCamera();
if (camera == null) return;
canvas.worldCamera = camera;
if (camera.gameObject.name == "Main Camera")
{
// 使用摄像机的上方向,保证血条在摄像机画面中保持水平。
barRect.rotation = Quaternion.LookRotation(
camera.transform.position - barRect.position,
camera.transform.up);
}
else
{
// 找不到 Main Camera 时,保留原来的展示逻辑。
barRect.rotation = Quaternion.LookRotation(
camera.transform.position - barRect.position,
Vector3.up);
}
}
// 查找场景中名称为 Main Camera 的摄像机;找不到时回退到 Camera.main。
private Camera FindMainCamera()
{
GameObject mainCameraObject = GameObject.Find("Main Camera");
if (mainCameraObject != null)
{
Camera namedCamera = mainCameraObject.GetComponent<Camera>();
if (namedCamera != null && namedCamera.isActiveAndEnabled)
{
return namedCamera;
}
}
return Camera.main;
}
// 直接设置当前生命值,并刷新绿色填充比例。
public void SetHealth(float value)
{
if (isDead) return;
currentHealth = Mathf.Clamp(value, 0f, maxHealth);
UpdateFill();
if (currentHealth <= 0f)
{
Die();
}
}
// 让单位受到伤害,并弹出伤害数字。
public void TakeDamage(float amount)
{
bool wasDead = isDead;
SetHealth(currentHealth - amount);
if (showDamageNumbers && amount > 0f && !wasDead)
{
SpawnDamageNumber(amount, false);
}
}
// 让单位恢复生命值,并弹出绿色治疗数字。
public void Heal(float amount)
{
bool wasDead = isDead;
float healed = Mathf.Min(amount, maxHealth - currentHealth);
SetHealth(currentHealth + amount);
if (showDamageNumbers && healed > 0f && !wasDead)
{
SpawnDamageNumber(healed, true);
}
}
// 增加技能能量,并返回本次增加后是否达到满能量。
public bool AddEnergy(float amount)
{
if (isDead || amount <= 0f)
{
return false;
}
float previousEnergy = currentEnergy;
currentEnergy = Mathf.Clamp(currentEnergy + amount, 0f, maxEnergy);
UpdateEnergyFill();
return previousEnergy < maxEnergy && currentEnergy >= maxEnergy;
}
// 清空技能能量并刷新能量条。
public void ResetEnergy()
{
SetEnergy(0f);
}
// 设置下方条的当前填充值;单位用于技能能量,建筑用于生产进度。
public void SetEnergy(float value)
{
if (isDead)
{
return;
}
currentEnergy = Mathf.Clamp(value, 0f, maxEnergy);
UpdateEnergyFill();
}
// 处理单位死亡:隐藏模型和血条,播放蓝色向上爆散特效。
private void Die()
{
isDead = true;
currentHealth = 0f;
UpdateFill();
foreach (Renderer renderer in GetComponentsInChildren<Renderer>())
{
renderer.enabled = false;
}
// 立即从敌我扫描中移除,避免死亡等待期间继续被攻击。
gameObject.SetActive(false);
if (barRect != null)
{
barRect.gameObject.SetActive(false);
}
GameObject effect = CreateDeathEffect();
Destroy(effect, deathEffectDuration);
Destroy(gameObject, deathEffectDuration);
}
// 创建蓝色粒子爆散特效。
private GameObject CreateDeathEffect()
{
GameObject effect = new GameObject("DeathEffect");
effect.transform.position = transform.position + Vector3.up * 1.35f;
ParticleSystem particles = effect.AddComponent<ParticleSystem>();
particles.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
var main = particles.main;
main.playOnAwake = false;
main.duration = deathEffectDuration;
main.startLifetime = new ParticleSystem.MinMaxCurve(0.9f, deathEffectDuration);
main.startSpeed = new ParticleSystem.MinMaxCurve(0.05f, 0.18f);
main.startSize = new ParticleSystem.MinMaxCurve(0.09f, 0.2f);
main.startRotation3D = true;
main.startRotationX = new ParticleSystem.MinMaxCurve(0f, 6.28f);
main.startRotationY = new ParticleSystem.MinMaxCurve(0f, 6.28f);
main.startRotationZ = new ParticleSystem.MinMaxCurve(0f, 6.28f);
main.startColor = deathEffectColor;
main.maxParticles = 32;
main.gravityModifier = new ParticleSystem.MinMaxCurve(1.6f);
main.simulationSpace = ParticleSystemSimulationSpace.World;
main.stopAction = ParticleSystemStopAction.None;
var emission = particles.emission;
emission.rateOverTime = 0f;
emission.SetBursts(new[] { new ParticleSystem.Burst(0f, 18) });
var shape = particles.shape;
shape.shapeType = ParticleSystemShapeType.Sphere;
shape.radius = 0.12f;
// 只保留轻微水平散落,主要依靠重力向下坠落。
var velocity = particles.velocityOverLifetime;
velocity.enabled = true;
velocity.space = ParticleSystemSimulationSpace.World;
velocity.x = new ParticleSystem.MinMaxCurve(-0.08f, 0.08f);
velocity.y = new ParticleSystem.MinMaxCurve(-0.25f, -0.05f);
velocity.z = new ParticleSystem.MinMaxCurve(-0.08f, 0.08f);
var collision = particles.collision;
collision.enabled = true;
collision.type = ParticleSystemCollisionType.World;
collision.mode = ParticleSystemCollisionMode.Collision3D;
collision.bounce = 0f;
collision.lifetimeLoss = 0.15f;
var size = particles.sizeOverLifetime;
size.enabled = true;
AnimationCurve fade = new AnimationCurve(
new Keyframe(0f, 1f),
new Keyframe(0.75f, 1f),
new Keyframe(1f, 0f));
size.size = new ParticleSystem.MinMaxCurve(1f, fade);
var renderer = effect.GetComponent<ParticleSystemRenderer>();
renderer.renderMode = ParticleSystemRenderMode.Mesh;
renderer.mesh = CreateCrystalMesh();
renderer.material = CreateParticleMaterial();
particles.Play();
return effect;
}
// 创建低模菱形水晶碎片 Mesh。
private Mesh CreateCrystalMesh()
{
Mesh mesh = new Mesh { name = "DeathCrystal" };
mesh.vertices = new[]
{
new Vector3(0f, 0.5f, 0f), new Vector3(0.5f, 0f, 0f),
new Vector3(0f, 0f, 0.5f), new Vector3(-0.5f, 0f, 0f),
new Vector3(0f, 0f, -0.5f), new Vector3(0f, -0.5f, 0f)
};
mesh.triangles = new[]
{
0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 4, 1,
5, 2, 1, 5, 3, 2, 5, 4, 3, 5, 1, 4
};
mesh.RecalculateNormals();
mesh.RecalculateBounds();
return mesh;
}
// 创建带浅蓝发光效果的水晶材质。
private Material CreateParticleMaterial()
{
Shader shader = Shader.Find("Standard");
Material material = new Material(shader);
material.color = deathEffectColor;
material.SetFloat("_Metallic", 0.15f);
material.SetFloat("_Glossiness", 0.85f);
material.SetColor("_EmissionColor", deathEffectColor * 1.6f);
material.EnableKeyword("_EMISSION");
return material;
}
// 根据单位模型或碰撞体计算血条位置和宽度。
private void CalculateLayout()
{
Bounds bounds = new Bounds(transform.position, new Vector3(1f, 2f, 1f));
bool found = false;
foreach (Renderer renderer in GetComponentsInChildren<Renderer>(true))
{
if (!found)
{
bounds = renderer.bounds;
found = true;
}
else
{
bounds.Encapsulate(renderer.bounds);
}
}
if (!found)
{
CharacterController controller = GetComponent<CharacterController>();
if (controller != null) bounds = controller.bounds;
}
// 血条尺寸固定,不随单位模型大小变化;只根据模型顶部调整位置。
worldWidth = barWidth;
// 水平方向固定对齐单位根节点,只使用模型顶部计算血条高度。
Vector3 top = transform.InverseTransformPoint(new Vector3(transform.position.x, bounds.max.y, transform.position.z));
float localHeightOffset = transform.lossyScale.y != 0f
? heightOffset / transform.lossyScale.y
: heightOffset;
localBarPosition = new Vector3(0f, top.y + localHeightOffset, 0f);
}
// 创建世界空间 Canvas、边框和绿色血量填充。
private void CreateBar()
{
GameObject barObject = new GameObject("WorldHealthBar", typeof(RectTransform), typeof(Canvas), typeof(CanvasScaler));
barObject.transform.SetParent(transform, false);
barObject.layer = gameObject.layer;
canvas = barObject.GetComponent<Canvas>();
canvas.renderMode = RenderMode.WorldSpace;
canvas.sortingOrder = 100;
barObject.GetComponent<CanvasScaler>().dynamicPixelsPerUnit = 10f;
barRect = barObject.GetComponent<RectTransform>();
barRect.sizeDelta = new Vector2(PixelWidth, TotalPixelHeight);
barRect.localScale = Vector3.one * (worldWidth / PixelWidth);
barRect.localPosition = GetBarRootPosition();
ApplyScaleCompensation();
RectTransform healthRow = CreateRow(barObject.transform, "HealthBar", PixelWidth, PixelHeight, 0);
Image background = CreateImage("Border", healthRow, RoundedSprite(), borderColor);
SetFullRect(background.rectTransform);
// 创建填充 Image,颜色暂时使用默认绿色,在 Start() 中根据最终标签设置
Image inner = CreateImage("Fill", healthRow, RoundedSprite(), Color.green);
inner.rectTransform.anchorMin = Vector2.zero;
inner.rectTransform.anchorMax = Vector2.one;
inner.rectTransform.offsetMin = new Vector2(2f, 2f);
inner.rectTransform.offsetMax = new Vector2(-2f, -2f);
inner.type = Image.Type.Filled;
inner.fillMethod = Image.FillMethod.Horizontal;
inner.fillOrigin = 0;
fillImage = inner;
RectTransform energyRow = CreateRow(
barObject.transform,
"EnergyBar",
EnergyPixelWidth,
EnergyPixelHeight,
PixelHeight + BarGap);
Image energyBackground = CreateImage("EnergyBorder", energyRow, RoundedSprite(), borderColor);
SetFullRect(energyBackground.rectTransform);
Image energyInner = CreateImage(
"EnergyFill",
energyRow,
RoundedSprite(),
GetEnergyFillColor());
energyInner.rectTransform.anchorMin = Vector2.zero;
energyInner.rectTransform.anchorMax = Vector2.one;
energyInner.rectTransform.offsetMin = new Vector2(2f, 1f);
energyInner.rectTransform.offsetMax = new Vector2(-2f, -1f);
energyInner.type = Image.Type.Filled;
energyInner.fillMethod = Image.FillMethod.Horizontal;
energyInner.fillOrigin = 0;
energyFillImage = energyInner;
}
private void ApplyScaleCompensation()
{
Vector3 parentScale = transform.lossyScale;
float targetScale = worldWidth / PixelWidth;
barRect.localScale = new Vector3(
parentScale.x != 0f ? targetScale / parentScale.x : targetScale,
parentScale.y != 0f ? targetScale / parentScale.y : targetScale,
parentScale.z != 0f ? targetScale / parentScale.z : targetScale);
}
// 返回整体 Canvas 的位置,使血条中心保持原来的高度。
private Vector3 GetBarRootPosition()
{
float pixelToWorld = worldWidth / PixelWidth;
float worldEnergyOffset = (TotalPixelHeight - PixelHeight) * 0.5f * pixelToWorld;
float localEnergyOffset = transform.lossyScale.y != 0f
? worldEnergyOffset / transform.lossyScale.y
: worldEnergyOffset;
return localBarPosition - Vector3.up * localEnergyOffset;
}
// 创建一行固定像素高度的世界空间 UI。
private static RectTransform CreateRow(
Transform parent,
string name,
int width,
int height,
int topOffset)
{
GameObject rowObject = new GameObject(name, typeof(RectTransform));
rowObject.transform.SetParent(parent, false);
RectTransform rowRect = rowObject.GetComponent<RectTransform>();
rowRect.anchorMin = new Vector2(0.5f, 1f);
rowRect.anchorMax = new Vector2(0.5f, 1f);
rowRect.pivot = new Vector2(0.5f, 1f);
rowRect.sizeDelta = new Vector2(width, height);
rowRect.anchoredPosition = new Vector2(0f, -topOffset);
return rowRect;
}
private Color GetHealthFillColor()
{
return CompareTag("Enemy")
? new Color(0.88f, 0.12f, 0.12f, 1f)
: new Color(0.1f, 0.8f, 0.18f, 1f);
}
private Color GetEnergyFillColor()
{
return new Color(1f, 0.72f, 0.08f, 1f);
}
// 创建一个用于边框或填充的 UI Image。
private static Image CreateImage(string name, Transform parent, Sprite sprite, Color color)
{
GameObject imageObject = new GameObject(name, typeof(RectTransform), typeof(Image));
imageObject.transform.SetParent(parent, false);
Image image = imageObject.GetComponent<Image>();
image.sprite = sprite;
image.color = color;
image.raycastTarget = false;
return image;
}
// 让 UI 元素铺满父级 RectTransform。
private static void SetFullRect(RectTransform rect)
{
rect.anchorMin = Vector2.zero;
rect.anchorMax = Vector2.one;
rect.offsetMin = Vector2.zero;
rect.offsetMax = Vector2.zero;
}
// 根据当前生命值更新绿色填充比例。
private void UpdateFill()
{
if (fillImage != null)
{
fillImage.fillAmount = Mathf.Clamp01(currentHealth / maxHealth);
}
}
// 根据当前技能能量更新金色填充比例。
private void UpdateEnergyFill()
{
if (energyFillImage != null)
{
energyFillImage.fillAmount = Mathf.Clamp01(currentEnergy / maxEnergy);
}
}
// 创建并缓存一个带圆角的白色 Sprite,供边框和填充复用。
private static Sprite RoundedSprite()
{
if (roundedSprite != null) return roundedSprite;
const int width = 64;
const int height = 16;
const float radius = 5f;
Texture2D texture = new Texture2D(width, height, TextureFormat.RGBA32, false);
texture.wrapMode = TextureWrapMode.Clamp;
texture.filterMode = FilterMode.Bilinear;
texture.hideFlags = HideFlags.HideAndDontSave;
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
float dx = Mathf.Max(Mathf.Max(radius - x, 0f), x - (width - 1 - radius));
float dy = Mathf.Max(Mathf.Max(radius - y, 0f), y - (height - 1 - radius));
bool inside = dx * dx + dy * dy <= radius * radius;
texture.SetPixel(x, y, inside ? Color.white : Color.clear);
}
}
texture.Apply();
roundedSprite = Sprite.Create(texture, new Rect(0, 0, width, height), new Vector2(0.5f, 0.5f), width);
roundedSprite.hideFlags = HideFlags.HideAndDontSave;
return roundedSprite;
}
// 在单位头顶生成一个漂浮伤害数字;数字独立于单位存活,死亡单位也能看到最后一击。
// TextMesh 不支持原生描边,用 4 个偏移的黑色副本 + 1 个白色主字组合出黑边效果。
private void SpawnDamageNumber(float amount, bool isHeal)
{
if (DamageNumber.ActiveCount >= DamageNumber.MaxActive)
{
return;
}
GameObject rootObject = new GameObject("DamageNumber");
Vector3 spawnPosition = transform.position + Vector3.up * damageNumberSpawnHeight;
spawnPosition.x += Random.Range(-0.3f, 0.3f);
rootObject.transform.position = spawnPosition;
string text = Mathf.RoundToInt(amount).ToString();
float outline = damageNumberOutlineWidth;
// 黑色描边副本先画(sortingOrder 低)。
CreateNumberText(rootObject.transform, text, new Vector3(-outline, 0f, 0f), Color.black, damageNumberSize, 60);
CreateNumberText(rootObject.transform, text, new Vector3(outline, 0f, 0f), Color.black, damageNumberSize, 60);
CreateNumberText(rootObject.transform, text, new Vector3(0f, -outline, 0f), Color.black, damageNumberSize, 60);
CreateNumberText(rootObject.transform, text, new Vector3(0f, outline, 0f), Color.black, damageNumberSize, 60);
// 白色主字最后画(sortingOrder 高),覆盖在黑边之上。
CreateNumberText(rootObject.transform, text, Vector3.zero, Color.white, damageNumberSize, 61);
DamageNumber number = rootObject.AddComponent<DamageNumber>();
number.duration = damageNumberDuration;
number.riseHeight = damageNumberRiseHeight;
}
// 创建一个配置好的数字 TextMesh 子物体。
private static TextMesh CreateNumberText(Transform parent, string text, Vector3 localOffset, Color color, float characterSize, int sortingOrder)
{
GameObject textObject = new GameObject("Text");
textObject.transform.SetParent(parent, false);
textObject.transform.localPosition = localOffset;
Font font = GetBuiltinFont();
TextMesh textMesh = textObject.AddComponent<TextMesh>();
textMesh.text = text;
textMesh.font = font;
textMesh.fontSize = 40;
textMesh.characterSize = characterSize;
textMesh.anchor = TextAnchor.MiddleCenter;
textMesh.alignment = TextAlignment.Center;
textMesh.fontStyle = FontStyle.Bold;
textMesh.richText = false;
textMesh.color = color;
MeshRenderer textRenderer = textObject.GetComponent<MeshRenderer>();
if (font != null)
{
textRenderer.sharedMaterial = font.material;
}
// 渲染在单位之上、血条(100)之下;白主字必须比黑边高一级,
// 同材质同 sortingOrder 的渲染顺序不确定,后画的黑边会盖住白字。
textRenderer.sortingOrder = sortingOrder;
return textMesh;
}
// 缓存引擎内置字体;Tuanjie 2022.3 使用 LegacyRuntime,旧版本回退 Arial。
private static Font cachedBuiltinFont;
private static Font GetBuiltinFont()
{
if (cachedBuiltinFont == null)
{
try
{
cachedBuiltinFont = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
}
catch
{
cachedBuiltinFont = null;
}
if (cachedBuiltinFont == null)
{
try
{
cachedBuiltinFont = Resources.GetBuiltinResource<Font>("Arial.ttf");
}
catch
{
cachedBuiltinFont = null;
}
}
}
return cachedBuiltinFont;
}
}
// 漂浮伤害数字:上升、缩放回弹、淡出后自动销毁。
// 独立于所属单位存活,即使单位死亡仍会完整播放动画。
public class DamageNumber : MonoBehaviour
{
// 全场同时存在的伤害数字上限,防止极端情况下刷屏。
public const int MaxActive = 60;
public static int ActiveCount { get; private set; }
public float duration = 0.8f;
public float riseHeight = 1.2f;
// 一个数字由主字+描边副本共5个TextMesh组成,统一驱动透明度。
private TextMesh[] textMeshes;
private Color[] startColors;
private Vector3 startPosition;
private Camera targetCamera;
private float elapsed;
private void Awake()
{
ActiveCount++;
textMeshes = GetComponentsInChildren<TextMesh>();
startColors = new Color[textMeshes.Length];
for (int i = 0; i < textMeshes.Length; i++)
{
startColors[i] = textMeshes[i].color;
}
startPosition = transform.position;
}
private void Start()
{
GameObject mainCameraObject = GameObject.Find("Main Camera");
if (mainCameraObject != null)
{
targetCamera = mainCameraObject.GetComponent<Camera>();
}
if (targetCamera == null)
{
targetCamera = Camera.main;
}
}
private void Update()
{
elapsed += Time.deltaTime;
if (elapsed >= duration)
{
Destroy(gameObject);
return;
}
float t = elapsed / duration;
// 匀加速上升。
Vector3 position = startPosition;
position.y += riseHeight * Mathf.SmoothStep(0f, 1f, t);
transform.position = position;
// 前20%从1.35倍缩放回弹到1倍。
float scale = t < 0.2f ? Mathf.Lerp(1.35f, 1f, t / 0.2f) : 1f;
transform.localScale = Vector3.one * scale;
// 后30%淡出。
float alpha = t < 0.7f ? 1f : 1f - (t - 0.7f) / 0.3f;
for (int i = 0; i < textMeshes.Length; i++)
{
if (textMeshes[i] != null)
{
textMeshes[i].color = new Color(startColors[i].r, startColors[i].g, startColors[i].b, alpha);
}
}
// 每帧朝向摄像机。TextMesh 可读面朝本地-Z,所以 +Z 要背向摄像机,
// 否则文字从背面被看到会左右镜像。
if (targetCamera != null)
{
transform.rotation = Quaternion.LookRotation(
transform.position - targetCamera.transform.position,
targetCamera.transform.up);
}
}
private void OnDestroy()
{
ActiveCount--;
}
}