//不停的转
_vec3.Set(0, 0, 360000f);
DoRotate = loadicon.transform.DOLocalRotate(_vec3, 2000f, RotateMode.FastBeyond360).SetEase(Ease.Linear).SetLoops(-1, LoopType.Restart);
///镜头抖动
SceneCmaer.DOShakePosition(1f, new Vector3(0.1f, 0.1f, 0.1f))
///////////////////////////////////////////////////
///呼吸放大缩小
private void Start( )
{
if (GameControl.I.Is_Fail_Main == 1)
{
MyPingPong(LevelUP_ARMY_C.transform.localScale.x, LevelUP_ARMY_C.transform.localScale.x+0.1f);
}
}
private void MyPingPong(float from, float to)
{
LevelUP_ARMY_C.transform.DOScale(to, 2).OnComplete(() => MyPingPong(to, from));
}
///////////////////////////////////////////////////
/// <summary>
/// 模型弹一弹
/// </summary>
public void ShakeOnKick()
{
if (_shakeSequence != null) return;
_shakeSequence = DOTween.Sequence();
_shakeSequence.Append(transform.DOScale(_initScale * 1.4f, 0.06f));
_shakeSequence.Append(transform.DOScale(_initScale * 0.9f, 0.06f));
_shakeSequence.Append(transform.DOScale(_initScale * 1.2f, 0.06f));
_shakeSequence.Append(transform.DOScale(_initScale * 1f, 0.06f));
_shakeSequence.onComplete += () => { _shakeSequence = null; };
}