Unity中实现UI的闪烁特效

it2022-05-05  282

最终效果如下:


一:判断Alpha

当Alpha值到达0或者1时,立即切换状态

using UnityEngine; using UnityEngine.UI; public class Blink : MonoBehaviour { public float blinkSpeed;//闪烁速度 private bool isAddAlpha;//是否增加透明度 private Image img;//指向自身图片 private void Start() { img = GetComponent<Image>(); } private void Update() { if (isAddAlpha) { img.color += new Color(0, 0, 0, Time.deltaTime * blinkSpeed); if (img.color.a >= 1) { img.color = new Color(img.color.r, img.color.g, img.color.b, 1); isAddAlpha = false; } } else { img.color -= new Color(0, 0, 0, Time.deltaTime * blinkSpeed); if (img.color.a <= 0) { img.color = new Color(img.color.r, img.color.g, img.color.b, 0); isAddAlpha = true; } } } }

二:判断Timer

当Alpha值到达0或1时,不立即切换状态,而是通过计时器判断

using UnityEngine; using UnityEngine.UI; public class Blink : MonoBehaviour { public float blinkSpeed = 5;//闪烁速度 private float timer;//计时器 public float timeval = 1;//时间间隔 private Image img;//指向自身图片 private void Start() { img = GetComponent<Image>(); } private void Update() { timer += Time.deltaTime; if (isAddAlpha) { img.color += new Color(0, 0, 0, Time.deltaTime * blinkSpeed); if (timer >= timeval) { img.color = new Color(img.color.r, img.color.g, img.color.b, 1); isAddAlpha = false; timer = 0; } } else { img.color -= new Color(0, 0, 0, Time.deltaTime * blinkSpeed); if (timer >= timeval) { img.color = new Color(img.color.r, img.color.g, img.color.b, 0); isAddAlpha = true; timer = 0; } } } }

 


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