using System.Collections; using System.Collections.Generic; using UnityEngine; using Spine.Unity; using UnityEngine.UI; using TMPro; public class LevelUpEffect : IVTraceTarget { GameObject levelUpSet; [SerializeField] SkeletonAnimation levelUpEffectUp; [SerializeField] SkeletonAnimation levelUpEffectBottom; // Start is called before the first frame update void Start() { } public override void SetCameraTarget(Camera cammain, Camera camui, RectTransform trfpr, Transform trftarget, float foffsety) { base.SetCameraTarget(cammain, camui, trfpr, trftarget, foffsety); levelUpSet = trfSelf.gameObject; } public void ShowLevelUp(float ftime) { levelUpEffectUp.AnimationState.SetAnimation(0, "animation", false); levelUpEffectBottom.AnimationState.SetAnimation(0, "animation", false); CancelInvoke("HideObject"); SetPosition(); gameObject.SetActive(true); Invoke("HideObject", ftime); } public void ShowLevelUp(Transform trftarget, float foffsety, float ftime) { levelUpEffectUp.AnimationState.SetAnimation(0, "animation", false); levelUpEffectBottom.AnimationState.SetAnimation(0, "animation", false); trfTarget = trftarget; fOffsetY = foffsety; CancelInvoke("HideObject"); SetPosition(); gameObject.SetActive(true); Invoke("HideObject", ftime); } public void HideObject() { CancelInvoke("HideObject"); gameObject.SetActive(false); } }