【战斗】==========人物受击后立绘变红
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@ -585,12 +585,13 @@ function EnemyView:DOHitEffect(time, func)
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if not time or time < 0.3 then
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time = 0.3
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end
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if self.currAniName~="idle" and self.currAniName~="hit" then
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if self.currAniName=="hit" then
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-- 受击放大1.2倍
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self:DoScale(1.2, 0.1)
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self:DoScale(1.2, 0.2)
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-- 卡面变红
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self.RoleLiveGOGraphic:DOColor(Color.New(1,0,0,1), 0.1):OnComplete(function ()
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self.RoleLiveGOGraphic:DOColor(Color.New(1,1,1,1), 0.1):SetDelay(time)
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self.RoleLiveGOGraphic:DOColor(Color.New(1,0,0,1), 0.3):OnComplete(function ()
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self.RoleLiveGOGraphic:DOColor(Color.New(1,1,1,1), 0.3):SetDelay(time)
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end)
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-- 震动
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self.RoleLiveGOTran:DOShakeAnchorPos(time, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function ()
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@ -660,22 +660,22 @@ function PlayerView:DOHitEffect(time, func)
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if not time or time < 0.3 then
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time = 0.3
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end
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if self.currAniName~="idle" and self.currAniName~="hit" then
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if self.currAniName=="hit" then
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-- 受击放大1.2倍
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self:DoScale(1.2, 0.1)
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self:DoScale(1.2, 0.2)
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-- 卡面变红
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DoTween.To(DG.Tweening.Core.DOGetter_float( function () return 1 end),
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DG.Tweening.Core.DOSetter_float(function (progress)
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local color = Color.New(1, progress, progress, 1)
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Util.SetColor(self.GameObject, color)
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-- Util.SetColor(self.GameObject, color)
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Util.SetColor(self.RoleLiveGOGraphic, color)
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end), 0, 0.1):SetEase(Ease.Linear):OnComplete(function()
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end), 0, 0.3):SetEase(Ease.Linear):OnComplete(function()
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DoTween.To(DG.Tweening.Core.DOGetter_float( function () return 0 end),
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DG.Tweening.Core.DOSetter_float(function (progress)
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local color = Color.New(1, progress, progress, 1)
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Util.SetColor(self.GameObject, color)
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-- Util.SetColor(self.GameObject, color)
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Util.SetColor(self.RoleLiveGOGraphic, color)
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end), 1, 0.1):SetEase(Ease.Linear):SetDelay(time)
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end), 1, 0.3):SetEase(Ease.Linear):SetDelay(time)
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end)
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-- 震动
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self.RoleLiveGOTran:DOShakeAnchorPos(time, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function ()
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