一:效果演示

Unity中实现领取奖励特效_# Unity相关技术


二:实现

——导入Dotween插件

 


——完整代码

using System;
using UnityEngine;
using DG.Tweening;

/// <summary>
/// 特效管理
/// </summary>
public class EffectManager : MonoBehaviour
{
    //单例
    private static EffectManager _instance;
    public static EffectManager Instance
    {
        get
        {
            if (_instance == null)
            {
                GameObject go = new GameObject(typeof(EffectManager).ToString());
                DontDestroyOnLoad(go);
                _instance = go.AddComponent<EffectManager>();

            }
            return _instance;
        }
    }

    /// <summary>
    /// 显示奖励特效
    /// </summary>
    /// <param name="startPos">实例化出来的位置</param>
    /// <param name="targetPos">目标位置</param>
    /// <param name="parent">父物体</param>
    /// <param name="prefabName">预制体名称</param>
    /// <param name="siblingIndex">子层级下的索引</param>
    /// <param name="num">实例化的数量</param>
    /// <param name="onFinish">回调</param>
    public void ShowAwardEffect(Vector3 startPos, Vector3 targetPos, Transform parent, string prefabName, int siblingIndex = -1, int num = 10, Action onFinish = null)
    {
        //渲染UI的相机名称和画布名称
        Camera uiCamera = GameObject.Find("UICamera").GetComponent<Camera>();
        Canvas uiCanvas = GameObject.Find("Canvas").GetComponent<Canvas>();
        if (uiCamera == null || uiCanvas == null)
        {
            return;
        }

        var seq = DOTween.Sequence();
        for (int i = 0; i < num; i++)
        {
            GameObject prefab = Instantiate(Resources.Load<GameObject>(prefabName));//根据项目路径进行修改
            prefab.transform.SetParent(parent, false);
            if (siblingIndex != -1)
            {
                prefab.transform.SetSiblingIndex(siblingIndex);
            }
            float randomTime = UnityEngine.Random.Range(0.4f, 0.6f);
            prefab.transform.position = startPos;
            seq.Insert(0, prefab.transform.DOMove(startPos + UnityEngine.Random.insideUnitSphere, randomTime)).SetEase(Ease.OutSine);
            seq.Insert(randomTime, prefab.transform.DOMove(targetPos, UnityEngine.Random.Range(0.8f, 1.2f)).SetEase(Ease.InOutSine).OnComplete
                        (() =>
                        {
                            Destroy(prefab);
                        }));
        }

        seq.SetUpdate(true);

        seq.AppendCallback(() =>
        {
            onFinish?.Invoke();
        });
    }
}