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@@ -0,0 +1,64 @@
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|||||||
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---
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||||||
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name: task-difficulty-verification
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||||||
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description: 按需求难度分配验证成本——简单改动只做最省的确认、不跑测试;复杂改动必须做回归测试,避免改完反复返工。在本项目(Unity Vision)里做代码、场景或资源改动时适用。
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---
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||||||
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||||||
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# 按难度分配验证成本
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||||||
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||||||
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目标:简单任务不要为了「保险」浪费 token 去测试;复杂任务必须验证,避免改错没发现、来回返工。
|
||||||
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||||||
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## 先判定难度,并用一句话说明
|
||||||
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||||||
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动手前判定,并用一句话告诉用户这次算简单还是复杂(例如「这算简单任务,改完直接给你」)。判错了用户能当场纠正。
|
||||||
|
|
||||||
|
**简单任务**(符合任一):
|
||||||
|
|
||||||
|
- 单文件小改、文案 / 命名 / 日志 / 注释
|
||||||
|
- 只读查询、看状态、回答问题
|
||||||
|
- 加一个对象、调一个参数、改个颜色或层级
|
||||||
|
- 删除无用代码,且无人引用
|
||||||
|
- 影响面单一,且用户已明确说明期望结果
|
||||||
|
|
||||||
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**复杂任务**(符合任一):
|
||||||
|
|
||||||
|
- 跨文件 / 跨模块,或改动落在公共 API、被多处调用的代码上
|
||||||
|
- 核心逻辑、算法、状态机、存档或数据格式、构建配置、包依赖、渲染管线、材质 / Shader
|
||||||
|
- 改动会引入其他代码要使用的新类型、新接口、新字段
|
||||||
|
- 改错了不容易被发现,或者可能破坏原本能跑的东西
|
||||||
|
- 用户明确要求验证或回归
|
||||||
|
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||||||
|
拿不准时按复杂处理。
|
||||||
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|
||||||
|
## 「删除兜底代码」属于哪一档
|
||||||
|
|
||||||
|
删运行时的后备逻辑(自动查找节点、默认值、容错分支)时,别按行数、也别按动了几个文件判,按**删掉之后出错看不看得见**判:
|
||||||
|
|
||||||
|
- 后备路径其实没被走到(引用 / 配置本来就接全)→ 等同删死代码,**简单任务**,同一件事涉及几个文件也一样。只做一次最便宜的确认:查一遍引用确实接好,然后交付。
|
||||||
|
- 后备路径确实在兜着东西(有地方没接)→ **复杂任务**。这种改动出错的表现是「不报错、就是不工作」,必须回归。
|
||||||
|
- 光读代码分不出是哪种:**后备代码在的时候,「引用是否接全」本身是看不见的**,所以不能拿「我只是删死代码」当免检前提。查一次实际接线就能分清,而这个检查本身就是那次最便宜的确认。
|
||||||
|
|
||||||
|
## 简单任务:不做测试
|
||||||
|
|
||||||
|
- 直接改完交付,最多做一次最便宜的确认:读一次返回值、看一眼 transform、curl 一次接口。
|
||||||
|
- 不跑测试套件,不做回归,不为了确认把整个项目重读一遍。
|
||||||
|
- 不要用「更保险」当理由补验证步骤。
|
||||||
|
- **本项目的简单改动不要再跑这些**:Unity 编译检查、控制台检查、进 Play 模式实测、保存场景 / 预制体。它们只在「复杂任务:必须回归」那一档才做。
|
||||||
|
|
||||||
|
典型的简单改动:改字段类型 / 字段名 / 默认值、文案 / 注释 / 日志、调 Inspector 数值。
|
||||||
|
|
||||||
|
## 复杂任务:必须回归
|
||||||
|
|
||||||
|
按下面顺序做,够用即停:
|
||||||
|
|
||||||
|
1. 先让编译错误清零:读 `mcpforunity://editor/state` 等到 `compilation.is_compiling == false`,再 `read_console(types=["error"], count="10")`。
|
||||||
|
2. 跑覆盖本次改动的测试(`run_tests`,EditMode / PlayMode 按改动性质选),只跑相关范围,不重跑全量。
|
||||||
|
3. 回头验证本次改动会碰到、但原本正常的行为:调用方、相邻功能点、序列化数据、场景里已存在的对象。
|
||||||
|
4. 结果讲清楚:跑了什么、过没过、哪部分没测以及原因。
|
||||||
|
|
||||||
|
## 避免重复修改
|
||||||
|
|
||||||
|
- 验证通过就停手,不要顺手再改别的地方。
|
||||||
|
- 验证不过:定位根因改一次,重跑同一条验证;不要一边猜一边连续打补丁。
|
||||||
|
- 同一处连续两次修不好,停下来把现象和判断交给用户决定。
|
||||||
|
|
||||||
|
用户明确要求跑测试、或明确说不用测时,以用户的要求为准。
|
||||||
@@ -0,0 +1,113 @@
|
|||||||
|
---
|
||||||
|
name: unity-development-rules
|
||||||
|
description: Unity 开发规则(Unity Vision 项目)。在本项目里写或改 C# 脚本、预制体、场景时适用,包含节点引用接线等硬性约定。
|
||||||
|
---
|
||||||
|
|
||||||
|
# Unity 开发规则
|
||||||
|
|
||||||
|
本项目的硬性约定。动手写脚本、改预制体或场景之前先对照这里。
|
||||||
|
|
||||||
|
## 节点引用必须在 Inspector / 预制体里指定,不能硬编码到代码
|
||||||
|
|
||||||
|
脚本要访问场景或预制体里的节点(Transform、Text、Image、其他组件……)时,一律用 `[SerializeField]` 字段,由 Inspector 或预制体把引用接好。
|
||||||
|
|
||||||
|
**不允许**——在代码里按名字 / 标签 / 路径找节点:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
// ❌ 节点名字写死在代码里
|
||||||
|
target = transform.Find("FPS").GetComponent<TMP_Text>();
|
||||||
|
target = GameObject.Find("FPS").GetComponent<TMP_Text>();
|
||||||
|
|
||||||
|
foreach (var t in GetComponentsInChildren<TMP_Text>(true))
|
||||||
|
if (t.name == "FPS") return t;
|
||||||
|
```
|
||||||
|
|
||||||
|
**允许**:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
[SerializeField] private TMP_Text target; // ✅ 引用由 Inspector / 预制体提供
|
||||||
|
```
|
||||||
|
|
||||||
|
**为什么**:节点改名或挪位置以后,硬编码的查找会静默失效——不报错、就是不工作;而且引用关系藏在代码里,看 Inspector 看不出到底接没接上。
|
||||||
|
|
||||||
|
**引用为空时**:不要写运行时兜底查找,直接报错,让接线问题第一时间暴露。
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
if (target == null)
|
||||||
|
Debug.LogError("[Xxx] 没有指定 target,请在 Inspector 里拖入。", this);
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
**边界**:这条只约束游戏运行时代码。编辑器工具、一次性批处理脚本需要按结构查找节点时可以照常查找。
|
||||||
|
|
||||||
|
## Inspector 里的字段名怎么显示成中文
|
||||||
|
|
||||||
|
**`[InspectorName]` 管不了普通字段**:Unity 6 的文档对这个特性写的是 "enum value declarations"(只讲枚举值),实测把 `[InspectorName("...")]` 加在 `[SerializeField]` 字段上,字段的 `displayName` 仍是英文原名。别用它来改字段标签。
|
||||||
|
|
||||||
|
想让字段在 Inspector 里显示中文,只有这几条路:
|
||||||
|
|
||||||
|
1. **中文字段名**(要精确控制标签时用这个)。C# 允许 Unicode 标识符,字段名写中文,Inspector 里就显示这个中文——编辑器不会给中文插空格、术语表也不会翻译它(实测 `NicifyVariableName("可到达半径")` → `可到达半径`)。**改名前必须加 `[FormerlySerializedAs("旧名")]`**:Unity 按字段名反序列化,直接改名会清空 Inspector 里已经接好的引用。
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
// 语义是「玩家可到达的半径」,Inspector 里就显示「可到达半径」
|
||||||
|
[Tooltip("玩家可到达的半径,单位米")]
|
||||||
|
[FormerlySerializedAs("reachableRadius")]
|
||||||
|
[SerializeField] private float 可到达半径 = 5f;
|
||||||
|
```
|
||||||
|
|
||||||
|
2. **自定义 Editor**:`[CustomEditor(typeof(Xxx))]` 里 `EditorGUILayout.PropertyField(prop, new GUIContent("可到达半径"))`。字段少又必须换标签时才用,字段一多就是维护负担。
|
||||||
|
|
||||||
|
3. **不改标签,用 `[Tooltip]` 补说明**:字段名保持英文(项目现状),鼠标悬停能看到中文说明。字段名本身够清楚时,这条就够了。
|
||||||
|
|
||||||
|
**中文名按「这个字段在这个项目里干什么」来定,不要直译英文名**:表示玩家可到达的半径,就写「可到达半径」,不要写成「半径」或「可达半径值」——同一个 Inspector 里经常并列出现好几个半径 / 距离 / 目标,标签本身就得能分清谁是谁。
|
||||||
|
|
||||||
|
**顺带一个坑**:编辑器语言是中文时,Unity 会按**内置术语表**翻译常见字段名(`prefab` → 预制件、`radius` → 半径 之类),只覆盖常见词——字段名一旦不是标准词,标签就原样显示英文。所以 Inspector 上看到的中文未必写在代码里,别去 `.cs` 里搜。
|
||||||
|
|
||||||
|
## 动画一律用 Animator 播,不用 legacy 的 Animation 组件
|
||||||
|
|
||||||
|
要在物体上播放动画时,走 `Animator`(状态 / 触发器 / 参数):
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
[SerializeField] private Animator animator; // ✅ 引用由 Inspector / 预制体提供
|
||||||
|
```
|
||||||
|
|
||||||
|
**不允许**——用老的 `Animation` 组件播动画:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
// ❌ legacy 的 Animation 组件
|
||||||
|
_animation = GetComponent<Animation>();
|
||||||
|
_animation.clip = someClip;
|
||||||
|
_animation.Play();
|
||||||
|
|
||||||
|
// ❌ 运行时自己补一个 Animation 组件
|
||||||
|
gameObject.AddComponent<Animation>();
|
||||||
|
```
|
||||||
|
|
||||||
|
**为什么**:项目统一一套动画播放方式,动画和程序看同一处。混用会让同一个物体上既有 `Animator` 又有 `Animation`,两边驱动同一批属性,播放互相打架、排查困难。
|
||||||
|
|
||||||
|
**例外**:用户明确说明这次要用 `Animation` 才用,且只限那一次改动。
|
||||||
|
|
||||||
|
## 只做用户点名要做的事
|
||||||
|
|
||||||
|
用户说改哪里就只改哪里。下面这些都算「没说过的事」,不要顺手做:
|
||||||
|
|
||||||
|
- 给预制体 / 物体加组件(尤其是为了让自己写的代码能跑起来而补一个组件)
|
||||||
|
- 加用户没提过的功能或容错(自动回收、时长兜底、默认值兜底……)
|
||||||
|
- 动用户已经定好的行为或时序(例如特效 / 动画的播放时机)
|
||||||
|
- 保存场景、保存预制体、改其它资源
|
||||||
|
|
||||||
|
不改就做不下去时,先说明「为什么必须动它」并问一句,确认后再动。
|
||||||
|
|
||||||
|
## 预制体资产存不下场景对象引用
|
||||||
|
|
||||||
|
预制体上的脚本要指向场景里的物体(玩家、UI、相机……)时,预制体资产里这个字段只能是空的,
|
||||||
|
必须在**每个场景实例上各接一次**;指向资源(预制体、Clip、材质)的字段才可以直接在预制体上设。
|
||||||
|
|
||||||
|
接的时候留意目标是不是「真正会移动 / 变化」的那个节点:玩家根节点不动、真正移动的是子节点时,要接子节点。
|
||||||
|
|
||||||
|
## 「编译干净」要先确认脚本真的被 Unity 导入
|
||||||
|
|
||||||
|
改完脚本后,确认对应的 `*.cs.meta` 已生成、类型能在编辑器程序集里查到,再看编译结果。
|
||||||
|
否则 Unity 还没导入这个文件,控制台没报错不代表它编译通过。
|
||||||
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|
|||||||
|
# ============================================================
|
||||||
|
# Unity 项目 .gitattributes
|
||||||
|
# 行尾统一为 LF,二进制资源禁止转换,Unity YAML 走专用合并
|
||||||
|
# ============================================================
|
||||||
|
|
||||||
|
# 默认按文本处理,自动识别
|
||||||
|
* text=auto
|
||||||
|
|
||||||
|
# --- Unity YAML 资源 ---
|
||||||
|
*.unity text eol=lf
|
||||||
|
*.prefab text eol=lf
|
||||||
|
*.asset text eol=lf
|
||||||
|
*.meta text eol=lf
|
||||||
|
*.mat text eol=lf
|
||||||
|
*.controller text eol=lf
|
||||||
|
*.anim text eol=lf
|
||||||
|
*.playable text eol=lf
|
||||||
|
*.mask text eol=lf
|
||||||
|
*.physicMaterial text eol=lf
|
||||||
|
*.physicsMaterial2D text eol=lf
|
||||||
|
*.asmdef text eol=lf
|
||||||
|
*.asmref text eol=lf
|
||||||
|
*.json text eol=lf
|
||||||
|
|
||||||
|
# --- 代码 / 着色器 / UI ---
|
||||||
|
*.cs text eol=lf
|
||||||
|
*.shader text eol=lf
|
||||||
|
*.hlsl text eol=lf
|
||||||
|
*.cginc text eol=lf
|
||||||
|
*.compute text eol=lf
|
||||||
|
*.uxml text eol=lf
|
||||||
|
*.uss text eol=lf
|
||||||
|
|
||||||
|
# --- 二进制资源 ---
|
||||||
|
*.png binary
|
||||||
|
*.jpg binary
|
||||||
|
*.jpeg binary
|
||||||
|
*.gif binary
|
||||||
|
*.psd binary
|
||||||
|
*.tga binary
|
||||||
|
*.tif binary
|
||||||
|
*.exr binary
|
||||||
|
*.hdr binary
|
||||||
|
*.bmp binary
|
||||||
|
*.fbx binary
|
||||||
|
*.obj binary
|
||||||
|
*.blend binary
|
||||||
|
*.3ds binary
|
||||||
|
*.dae binary
|
||||||
|
*.wav binary
|
||||||
|
*.mp3 binary
|
||||||
|
*.ogg binary
|
||||||
|
*.aiff binary
|
||||||
|
*.mp4 binary
|
||||||
|
*.mov binary
|
||||||
|
*.webm binary
|
||||||
|
*.dll binary
|
||||||
|
*.so binary
|
||||||
|
*.dylib binary
|
||||||
|
*.a binary
|
||||||
|
*.bundle binary
|
||||||
|
*.unitypackage binary
|
||||||
|
*.apk binary
|
||||||
|
*.aab binary
|
||||||
|
*.app binary
|
||||||
|
*.keystore binary
|
||||||
|
*.jks binary
|
||||||
|
*.p12 binary
|
||||||
|
|
||||||
|
# --- Unity YAML 冲突走 UnityYAMLMerge ---
|
||||||
|
*.unity merge=unityyamlmerge
|
||||||
|
*.prefab merge=unityyamlmerge
|
||||||
|
*.asset merge=unityyamlmerge
|
||||||
|
*.meta merge=unityyamlmerge
|
||||||
|
*.controller merge=unityyamlmerge
|
||||||
|
*.anim merge=unityyamlmerge
|
||||||
@@ -65,3 +65,9 @@ mono_crash.*.json
|
|||||||
crashlytics-build.properties
|
crashlytics-build.properties
|
||||||
.DS_Store
|
.DS_Store
|
||||||
*~
|
*~
|
||||||
|
# --- 打包中间产物:性能测试包在打包开始时生成到 Assets/Resources,打包结束自动删除 ---
|
||||||
|
# 只忽略这两个文件本身,目录 Assets/Resources 与其 .meta 必须保留
|
||||||
|
/Assets/Resources/PerformanceTestRunInfo.json
|
||||||
|
/Assets/Resources/PerformanceTestRunInfo.json.meta
|
||||||
|
/Assets/Resources/PerformanceTestRunSettings.json
|
||||||
|
/Assets/Resources/PerformanceTestRunSettings.json.meta
|
||||||
Vendored
+1
-1
@@ -51,5 +51,5 @@
|
|||||||
"temp/": true,
|
"temp/": true,
|
||||||
"Temp/": true
|
"Temp/": true
|
||||||
},
|
},
|
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"dotnet.defaultSolution": "Vision.sln"
|
"dotnet.defaultSolution": "Vision.slnx"
|
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}
|
}
|
||||||
@@ -0,0 +1,6 @@
|
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|
{
|
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|
"version": "1.0",
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|
"components": [
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|
"Microsoft.VisualStudio.Workload.ManagedGame"
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]
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assetBundleVariant:
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assetBundleVariant:
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|
Copyright (c) 2022--2024, atelierAnchor <https://atelier-anchor.com>,
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|
with Reserved Font Name <Smiley> and <得意黑>.
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|
|
||||||
|
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||||
|
This license is copied below, and is also available with a FAQ at:
|
||||||
|
http://scripts.sil.org/OFL
|
||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
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||||||
|
|
||||||
|
PREAMBLE
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||||||
|
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||||
|
development of collaborative font projects, to support the font creation
|
||||||
|
efforts of academic and linguistic communities, and to provide a free and
|
||||||
|
open framework in which fonts may be shared and improved in partnership
|
||||||
|
with others.
|
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and
|
||||||
|
redistributed freely as long as they are not sold by themselves. The
|
||||||
|
fonts, including any derivative works, can be bundled, embedded,
|
||||||
|
redistributed and/or sold with any software provided that any reserved
|
||||||
|
names are not used by derivative works. The fonts and derivatives,
|
||||||
|
however, cannot be released under any other type of license. The
|
||||||
|
requirement for fonts to remain under this license does not apply
|
||||||
|
to any document created using the fonts or their derivatives.
|
||||||
|
|
||||||
|
DEFINITIONS
|
||||||
|
"Font Software" refers to the set of files released by the Copyright
|
||||||
|
Holder(s) under this license and clearly marked as such. This may
|
||||||
|
include source files, build scripts and documentation.
|
||||||
|
|
||||||
|
"Reserved Font Name" refers to any names specified as such after the
|
||||||
|
copyright statement(s).
|
||||||
|
|
||||||
|
"Original Version" refers to the collection of Font Software components as
|
||||||
|
distributed by the Copyright Holder(s).
|
||||||
|
|
||||||
|
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||||
|
or substituting -- in part or in whole -- any of the components of the
|
||||||
|
Original Version, by changing formats or by porting the Font Software to a
|
||||||
|
new environment.
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||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical
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||||||
|
writer or other person who contributed to the Font Software.
|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
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||||||
|
Permission is hereby granted, free of charge, to any person obtaining
|
||||||
|
a copy of the Font Software, to use, study, copy, merge, embed, modify,
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||||||
|
redistribute, and sell modified and unmodified copies of the Font
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||||||
|
Software, subject to the following conditions:
|
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components,
|
||||||
|
in Original or Modified Versions, may be sold by itself.
|
||||||
|
|
||||||
|
2) Original or Modified Versions of the Font Software may be bundled,
|
||||||
|
redistributed and/or sold with any software, provided that each copy
|
||||||
|
contains the above copyright notice and this license. These can be
|
||||||
|
included either as stand-alone text files, human-readable headers or
|
||||||
|
in the appropriate machine-readable metadata fields within text or
|
||||||
|
binary files as long as those fields can be easily viewed by the user.
|
||||||
|
|
||||||
|
3) No Modified Version of the Font Software may use the Reserved Font
|
||||||
|
Name(s) unless explicit written permission is granted by the corresponding
|
||||||
|
Copyright Holder. This restriction only applies to the primary font name as
|
||||||
|
presented to the users.
|
||||||
|
|
||||||
|
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||||
|
Software shall not be used to promote, endorse or advertise any
|
||||||
|
Modified Version, except to acknowledge the contribution(s) of the
|
||||||
|
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||||
|
permission.
|
||||||
|
|
||||||
|
5) The Font Software, modified or unmodified, in part or in whole,
|
||||||
|
must be distributed entirely under this license, and must not be
|
||||||
|
distributed under any other license. The requirement for fonts to
|
||||||
|
remain under this license does not apply to any document created
|
||||||
|
using the Font Software.
|
||||||
|
|
||||||
|
TERMINATION
|
||||||
|
This license becomes null and void if any of the above conditions are
|
||||||
|
not met.
|
||||||
|
|
||||||
|
DISCLAIMER
|
||||||
|
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||||
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||||
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||||
|
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||||
|
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||||
|
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||||
|
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||||
|
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||||
|
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||||
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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/// <summary>
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/// Unity 编辑器每隔 10 分钟自动保存一次打开的场景和资源。
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/// 菜单:Tools / Auto Save
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/// </summary>
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{
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private const string PrefEnabled = "UITools.AutoSave.Enabled";
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private const double IntervalSeconds = 10 * 60; // 10 分钟
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private static double _nextSaveTime;
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private static bool Enabled
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{
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get => EditorPrefs.GetBool(PrefEnabled, true);
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set => EditorPrefs.SetBool(PrefEnabled, value);
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static AutoSave()
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{
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_nextSaveTime = EditorApplication.timeSinceStartup + IntervalSeconds;
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EditorApplication.update += OnUpdate;
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}
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{
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if (!Enabled) return;
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if (EditorApplication.isPlayingOrWillChangePlaymode) return;
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if (EditorApplication.timeSinceStartup < _nextSaveTime) return;
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_nextSaveTime = EditorApplication.timeSinceStartup + IntervalSeconds;
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DoSave();
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}
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{
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EditorSceneManager.SaveOpenScenes();
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AssetDatabase.SaveAssets();
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}
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[MenuItem("Tools/Auto Save/立即保存")]
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private static void SaveNow()
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|
{
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|
DoSave();
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_nextSaveTime = EditorApplication.timeSinceStartup + IntervalSeconds;
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}
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private static bool ValidateEnable() => !Enabled;
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[MenuItem("Tools/Auto Save/启用")]
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private static void Enable()
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{
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|
Enabled = true;
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_nextSaveTime = EditorApplication.timeSinceStartup + IntervalSeconds;
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Debug.Log("[AutoSave] 已启用(每 10 分钟)");
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}
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[MenuItem("Tools/Auto Save/禁用", true)]
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[MenuItem("Tools/Auto Save/禁用")]
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{
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Enabled = false;
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Debug.Log("[AutoSave] 已禁用");
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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swizzle: 50462976
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cookieLightType: 0
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platformSettings:
|
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buildTarget: DefaultTexturePlatform
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buildTarget: Standalone
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buildTarget: Android
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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sprites: []
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outline: []
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customData:
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physicsShape: []
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bones: []
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secondaryTextures: []
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spriteCustomMetadata:
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entries: []
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nameFileIdTable: {}
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mipmapLimitGroupName:
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pSDRemoveMatte: 0
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userData:
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|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -1,97 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// 标准的“点击地面移动角色”组件。
|
|
||||||
///
|
|
||||||
/// 用法:把本脚本挂到一个带 CharacterController 的对象上(本项目中是一个长方体 Cube)。
|
|
||||||
/// 运行时**按住**鼠标左键(拖拽),角色会持续朝鼠标当前指向的地面点移动并平滑转向,
|
|
||||||
/// 松开即停止;**按下瞬间**会在点击位置生成一个粒子预制体(可选),2 秒后自动销毁。
|
|
||||||
/// 角色仅在地表高度移动(保持 y 不变)。
|
|
||||||
/// </summary>
|
|
||||||
[RequireComponent(typeof(CharacterController))]
|
|
||||||
public class ClickToMove : MonoBehaviour
|
|
||||||
{
|
|
||||||
[Tooltip("角色移动速度(单位/秒)")]
|
|
||||||
[SerializeField] private float speed = 3f;
|
|
||||||
|
|
||||||
[Tooltip("点击地面时在点击位置动态生成的粒子预制体(需带 ParticleSystem 组件,实例化后 2 秒自动销毁)")]
|
|
||||||
[SerializeField] private GameObject clickEffect;
|
|
||||||
|
|
||||||
private CharacterController _controller;
|
|
||||||
private Vector3 _target;
|
|
||||||
private bool _moving;
|
|
||||||
|
|
||||||
// “Ground” 层索引,与 ProjectSettings/TagManager.asset 中的配置一致(第 6 层)。
|
|
||||||
private int _groundLayer = 6;
|
|
||||||
|
|
||||||
private void Start()
|
|
||||||
{
|
|
||||||
_controller = GetComponent<CharacterController>();
|
|
||||||
_target = transform.position;
|
|
||||||
|
|
||||||
// 优先使用项目里命名的 “Ground” 层;若编辑器尚未刷新层名则回退到默认索引 6。
|
|
||||||
int named = LayerMask.NameToLayer("Ground");
|
|
||||||
if (named >= 0)
|
|
||||||
_groundLayer = named;
|
|
||||||
else
|
|
||||||
Debug.LogWarning("[ClickToMove] 未找到 \"Ground\" 层,回退使用默认层索引 6。");
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
bool clicked = Input.GetMouseButtonDown(0);
|
|
||||||
bool holding = Input.GetMouseButton(0);
|
|
||||||
|
|
||||||
// 按下瞬间 或 按住拖拽时,都朝当前鼠标指向的地面点更新目标;
|
|
||||||
// 仅在“按下瞬间”生成一次点击粒子,避免按住过程中每帧重复生成。
|
|
||||||
if (clicked || holding)
|
|
||||||
{
|
|
||||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
|
||||||
if (Physics.Raycast(ray, out RaycastHit hit, 100f, 1 << _groundLayer))
|
|
||||||
{
|
|
||||||
_target = hit.point;
|
|
||||||
_moving = true;
|
|
||||||
if (clicked)
|
|
||||||
SpawnClickEffect(hit.point);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// 朝目标点移动并转向
|
|
||||||
if (!_moving) return;
|
|
||||||
|
|
||||||
Vector3 dir = _target - transform.position;
|
|
||||||
dir.y = 0f; // 只在地表水平方向移动
|
|
||||||
|
|
||||||
if (dir.sqrMagnitude > 0.05f)
|
|
||||||
{
|
|
||||||
_controller.Move(dir.normalized * (speed * Time.deltaTime));
|
|
||||||
|
|
||||||
Vector3 facing = new Vector3(dir.x, 0f, dir.z);
|
|
||||||
if (facing.sqrMagnitude > 0.001f)
|
|
||||||
transform.rotation = Quaternion.Slerp(
|
|
||||||
transform.rotation,
|
|
||||||
Quaternion.LookRotation(facing),
|
|
||||||
Time.deltaTime * 12f);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_moving = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>在点击位置动态生成粒子预制体,2 秒后自动销毁。</summary>
|
|
||||||
private void SpawnClickEffect(Vector3 position)
|
|
||||||
{
|
|
||||||
if (clickEffect == null) return;
|
|
||||||
|
|
||||||
// 在点击位置实例化预制体
|
|
||||||
GameObject effect = Instantiate(clickEffect, position, Quaternion.identity);
|
|
||||||
|
|
||||||
// 确保粒子播放(若预制体 playOnAwake 未勾选也能看到)
|
|
||||||
ParticleSystem ps = effect.GetComponent<ParticleSystem>();
|
|
||||||
if (ps != null) ps.Play();
|
|
||||||
|
|
||||||
// 延迟 2 秒后销毁
|
|
||||||
Destroy(effect, 2f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c5f2922bf442c4adb95912d403541a75
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,28 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 开机运行时设置。做成预制体放进场景,进游戏时自动应用。
|
||||||
|
/// 参数在 Inspector / 预制体上直接改,不用动代码。
|
||||||
|
/// </summary>
|
||||||
|
[DisallowMultipleComponent]
|
||||||
|
public class RuntimeSettings : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("帧率")]
|
||||||
|
[Tooltip("目标帧率:-1 = 不限制(Unity 默认),60 = 常规,120 = 高刷屏 ProMotion")]
|
||||||
|
[SerializeField] private int targetFrameRate = 60;
|
||||||
|
|
||||||
|
[Tooltip("垂直同步。iOS 上无效,桌面平台有效;非 0 时会覆盖上面的目标帧率")]
|
||||||
|
[SerializeField] private int vSyncCount = 0;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
Apply();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>立刻把当前参数应用到运行环境。</summary>
|
||||||
|
public void Apply()
|
||||||
|
{
|
||||||
|
QualitySettings.vSyncCount = vSyncCount;
|
||||||
|
Application.targetFrameRate = targetFrameRate;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ec4449e5442054472af2a1b06c676efc
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b9763bfb9a651414d9d5aa77b79ea74a
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,170 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 敌人追踪:朝目标(玩家)移动,进入销毁半径后自我销毁。
|
||||||
|
///
|
||||||
|
/// 目标来源两种:场景里手摆的敌人在 Inspector / 预制体实例里接好(预制体资产本身存不下场景对象,
|
||||||
|
/// 所以每个场景实例各自接一次);运行时生成的敌人由生成方(PrefabSpawner)在 Instantiate 之后
|
||||||
|
/// 调 SetTarget 传进来。代码里不按名字 / 标签查找节点。
|
||||||
|
/// 移动直接改 transform,不依赖 CharacterController / Rigidbody,只在水平面内走,
|
||||||
|
/// 高度保持不变。
|
||||||
|
///
|
||||||
|
/// 死亡流程:一进入销毁半径就立刻在 dieFxPos 节点处生成死亡特效预制体(die_fx,预制体引用,
|
||||||
|
/// 允许留空)、用 Animator 播死亡动画(把 dieParamName 这个 bool 置为 true,都允许留空),
|
||||||
|
/// 再等「延迟死亡」的时间,到点销毁自己;延迟期间停止移动和转身。
|
||||||
|
/// 也就是说 die_delay 延迟的是「身体消失」,不是特效/动画的播放时机——
|
||||||
|
/// 想看清死亡动画,把 die_delay 设成动画时长即可(三个变量互不关联)。
|
||||||
|
/// </summary>
|
||||||
|
[DisallowMultipleComponent]
|
||||||
|
public class EnemyChaseController : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("引用(必须在 Inspector / 预制体实例里指定)")]
|
||||||
|
[Tooltip("追踪目标,拖玩家根节点进来;留空敌人不会移动")]
|
||||||
|
[SerializeField] private Transform target;
|
||||||
|
|
||||||
|
[Header("移动")]
|
||||||
|
[Tooltip("最大移动速度(单位/秒)")]
|
||||||
|
[SerializeField] private float moveSpeed = 3f;
|
||||||
|
|
||||||
|
[Tooltip("加速度(单位/秒²),决定从静止加到最大速度的快慢;0 = 立刻满速")]
|
||||||
|
[SerializeField] private float acceleration = 10f;
|
||||||
|
|
||||||
|
[Tooltip("转身速度,越大转得越快;0 = 不转身,保持初始朝向")]
|
||||||
|
[SerializeField] private float turnSpeed = 10f;
|
||||||
|
|
||||||
|
[Tooltip("销毁半径:与目标的水平距离小于它时销毁自己(0 = 贴身才销毁)")]
|
||||||
|
[SerializeField] private float destroyDistance = 0.8f;
|
||||||
|
|
||||||
|
[Header("死亡")]
|
||||||
|
[Tooltip("死亡特效预制体,允许留空。在 dieFxPos 处生成一份,按自身时长兜底回收")]
|
||||||
|
[SerializeField] private GameObject dieFx;
|
||||||
|
|
||||||
|
[Tooltip("死亡特效的生成位置,拖敌人下的定位节点(例如 fx_die_pos);留空则在敌人自身位置生成")]
|
||||||
|
[SerializeField] private Transform dieFxPos;
|
||||||
|
|
||||||
|
[Tooltip("敌人身上的 Animator,死亡动画由它播;留空则不播死亡动画")]
|
||||||
|
[SerializeField] private Animator animator;
|
||||||
|
|
||||||
|
[Tooltip("死亡动画的 bool 参数名,对应 Animator 里的参数;置 true 触发死亡动画,留空则不播")]
|
||||||
|
[SerializeField] private string dieParamName = "is_die";
|
||||||
|
|
||||||
|
[Tooltip("延迟死亡:进入销毁半径后再等这么久才销毁自己(0 = 立刻消失,特效和动画也就看不到)")]
|
||||||
|
[SerializeField] private float dieDelay = 0f;
|
||||||
|
|
||||||
|
private float _currentSpeed;
|
||||||
|
private bool _dying;
|
||||||
|
private float _dieTimer;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
if (animator == null)
|
||||||
|
Debug.LogError("[EnemyChaseController] 没有指定 Animator(animator),死亡动画不会播。", this);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
// 放在 Start 而不是 Awake:敌人是 Instantiate 出来的,生成方在实例化之后才调 SetTarget,
|
||||||
|
// 而 Instantiate 会立刻跑 Awake,那时目标还没递进来。
|
||||||
|
if (target == null)
|
||||||
|
Debug.LogError("[EnemyChaseController] 没有追踪目标(target):请在 Inspector / 预制体实例里拖入玩家," +
|
||||||
|
"或由生成方(PrefabSpawner)在实例化后调 SetTarget 传入。", this);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>由生成方在实例化之后调用,把追踪目标接进来;场景里手摆的敌人直接在 Inspector 接。</summary>
|
||||||
|
public void SetTarget(Transform value)
|
||||||
|
{
|
||||||
|
target = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if (_dying)
|
||||||
|
{
|
||||||
|
_dieTimer -= Time.deltaTime;
|
||||||
|
if (_dieTimer <= 0f)
|
||||||
|
Destroy(gameObject);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (target == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
Vector3 toTarget = target.position - transform.position;
|
||||||
|
toTarget.y = 0f; // 只在水平面内追踪,高度不变
|
||||||
|
|
||||||
|
float distance = toTarget.magnitude;
|
||||||
|
if (distance <= destroyDistance)
|
||||||
|
{
|
||||||
|
StartDying();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3 direction = toTarget / Mathf.Max(distance, 0.0001f);
|
||||||
|
|
||||||
|
_currentSpeed = acceleration > 0f
|
||||||
|
? Mathf.MoveTowards(_currentSpeed, moveSpeed, acceleration * Time.deltaTime)
|
||||||
|
: moveSpeed;
|
||||||
|
|
||||||
|
transform.position += direction * (_currentSpeed * Time.deltaTime);
|
||||||
|
|
||||||
|
if (turnSpeed > 0f)
|
||||||
|
transform.rotation = Quaternion.Slerp(
|
||||||
|
transform.rotation,
|
||||||
|
Quaternion.LookRotation(direction),
|
||||||
|
turnSpeed * Time.deltaTime);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>进入销毁半径:立刻生成死亡特效、播死亡动画,然后开始倒计时。</summary>
|
||||||
|
private void StartDying()
|
||||||
|
{
|
||||||
|
_dying = true;
|
||||||
|
_dieTimer = dieDelay;
|
||||||
|
|
||||||
|
SpawnDeathPrefab(dieFx);
|
||||||
|
|
||||||
|
if (animator != null && !string.IsNullOrEmpty(dieParamName))
|
||||||
|
animator.SetBool(dieParamName, true);
|
||||||
|
|
||||||
|
if (_dieTimer <= 0f)
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>在敌人当前位置生成死亡用的预制体,并按它自己的时长兜底回收。</summary>
|
||||||
|
private void SpawnDeathPrefab(GameObject prefab)
|
||||||
|
{
|
||||||
|
if (prefab == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
Transform spawn = dieFxPos != null ? dieFxPos : transform;
|
||||||
|
GameObject instance = Instantiate(prefab, spawn.position, spawn.rotation);
|
||||||
|
Destroy(instance, Lifespan(instance));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 估这个实例能播多久:粒子取「时长 + 最长粒子寿命」,旧版动画取 Clip 长度,取最长的一个。
|
||||||
|
/// 只是兜底回收,预制体自己销毁也可以(重复销毁无害)。
|
||||||
|
/// </summary>
|
||||||
|
private static float Lifespan(GameObject instance)
|
||||||
|
{
|
||||||
|
float longest = 0f;
|
||||||
|
|
||||||
|
foreach (ParticleSystem ps in instance.GetComponentsInChildren<ParticleSystem>(true))
|
||||||
|
{
|
||||||
|
ParticleSystem.MainModule main = ps.main;
|
||||||
|
longest = Mathf.Max(longest, main.duration + main.startLifetime.constantMax);
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (Animation animation in instance.GetComponentsInChildren<Animation>(true))
|
||||||
|
foreach (AnimationState state in animation)
|
||||||
|
longest = Mathf.Max(longest, state.length);
|
||||||
|
|
||||||
|
return longest > 0f ? longest : 1f; // 认不出时长时给个兜底
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>在场景视图里画出销毁半径,方便对着调数值。</summary>
|
||||||
|
private void OnDrawGizmosSelected()
|
||||||
|
{
|
||||||
|
Gizmos.color = new Color(1f, 0.3f, 0.3f, 0.6f);
|
||||||
|
Gizmos.DrawWireSphere(transform.position, destroyDistance);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6cfa95cf7b0a943c4904a13297c823e3
|
||||||
@@ -0,0 +1,100 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 用 UI 虚拟摇杆(移动轮盘)驱动角色移动,替代原来的点击地面移动。
|
||||||
|
///
|
||||||
|
/// 用法:挂在带 CharacterController 的角色上,把场景里的 <see cref="VirtualJoystick"/>
|
||||||
|
/// 拖到 joystick 字段(在 Inspector / 预制体里接线,代码里不查找节点)。
|
||||||
|
/// 摇杆方向默认按摄像机朝向换算成世界方向,推杆越满速度越快;只做水平移动,y 不变。
|
||||||
|
/// </summary>
|
||||||
|
[RequireComponent(typeof(CharacterController))]
|
||||||
|
public class PlayerMoveController : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("输入")]
|
||||||
|
[Tooltip("移动轮盘;必须在 Inspector / 预制体里指定,留空角色不会移动")]
|
||||||
|
[SerializeField] private VirtualJoystick joystick;
|
||||||
|
|
||||||
|
[Tooltip("是否按摄像机朝向移动(关掉则按世界坐标轴移动)")]
|
||||||
|
[SerializeField] private bool cameraRelative = true;
|
||||||
|
|
||||||
|
[Tooltip("朝向参考的摄像机,留空用 Camera.main")]
|
||||||
|
[SerializeField] private Transform cameraTransform;
|
||||||
|
|
||||||
|
[Header("移动")]
|
||||||
|
[Tooltip("满杆时的移动速度(单位/秒)")]
|
||||||
|
[SerializeField] private float speed = 5f;
|
||||||
|
|
||||||
|
[Tooltip("转向平滑速度,越大转得越快")]
|
||||||
|
[SerializeField] private float turnSpeed = 12f;
|
||||||
|
|
||||||
|
[Tooltip("输入平滑时间(0 = 立刻响应)")]
|
||||||
|
[SerializeField] private float inputSmoothing = 0.05f;
|
||||||
|
|
||||||
|
private CharacterController _controller;
|
||||||
|
private Vector2 _smoothedInput;
|
||||||
|
private Vector2 _smoothingVelocity;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
_controller = GetComponent<CharacterController>();
|
||||||
|
|
||||||
|
if (joystick == null)
|
||||||
|
Debug.LogError("[PlayerMoveController] 没有指定移动轮盘(joystick),请在 Inspector / 预制体里拖入。", this);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
Vector2 input = joystick != null ? joystick.Value : Vector2.zero;
|
||||||
|
|
||||||
|
if (inputSmoothing > 0f)
|
||||||
|
input = Vector2.SmoothDamp(_smoothedInput, input, ref _smoothingVelocity, inputSmoothing);
|
||||||
|
_smoothedInput = input;
|
||||||
|
|
||||||
|
if (input.sqrMagnitude <= 0.0001f)
|
||||||
|
return;
|
||||||
|
|
||||||
|
Vector3 direction = ToWorldDirection(input);
|
||||||
|
if (direction.sqrMagnitude <= 0.0001f)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_controller.Move(direction * (speed * input.magnitude * Time.deltaTime));
|
||||||
|
|
||||||
|
transform.rotation = Quaternion.Slerp(
|
||||||
|
transform.rotation,
|
||||||
|
Quaternion.LookRotation(direction),
|
||||||
|
Time.deltaTime * turnSpeed);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>把摇杆的二维输入换算成世界方向(水平面内,已归一化)。</summary>
|
||||||
|
private Vector3 ToWorldDirection(Vector2 input)
|
||||||
|
{
|
||||||
|
Vector3 forward = Vector3.forward;
|
||||||
|
Vector3 right = Vector3.right;
|
||||||
|
|
||||||
|
if (cameraRelative)
|
||||||
|
{
|
||||||
|
Transform cam = cameraTransform != null
|
||||||
|
? cameraTransform
|
||||||
|
: (Camera.main != null ? Camera.main.transform : null);
|
||||||
|
|
||||||
|
if (cam != null)
|
||||||
|
{
|
||||||
|
forward = cam.forward;
|
||||||
|
forward.y = 0f;
|
||||||
|
right = cam.right;
|
||||||
|
right.y = 0f;
|
||||||
|
|
||||||
|
if (forward.sqrMagnitude > 0.0001f) forward.Normalize();
|
||||||
|
else forward = Vector3.forward;
|
||||||
|
|
||||||
|
if (right.sqrMagnitude > 0.0001f) right.Normalize();
|
||||||
|
else right = Vector3.right;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3 dir = right * input.x + forward * input.y;
|
||||||
|
if (dir.sqrMagnitude > 1f)
|
||||||
|
dir.Normalize();
|
||||||
|
return dir;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 331899a01a8f041c88567596518061b4
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,74 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 每隔 x 秒,在自身半径 n 米的范围内随机生成一个预制体,并把追踪目标递给它。
|
||||||
|
///
|
||||||
|
/// 用法:挂在场景里任意物体上,把要生成的预制体拖到 prefab 字段,把玩家根节点拖到 target 字段,
|
||||||
|
/// 再填间隔和半径。
|
||||||
|
/// 生成位置在以自身为圆心、半径 n 米的**水平圆面**内(Y 跟自身一致),不会掉到地下或飘到天上。
|
||||||
|
/// 生成的物体放在场景根节点下,朝向用 Identity。
|
||||||
|
///
|
||||||
|
/// 目标传递:生成出来的敌人拿不到场景里的玩家引用(预制体资产存不下场景对象),
|
||||||
|
/// 所以在 Instantiate 之后把 target 赋给它身上的 EnemyChaseController。
|
||||||
|
/// </summary>
|
||||||
|
[DisallowMultipleComponent]
|
||||||
|
public class PrefabSpawner : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("敌人引用(必须在 Inspector / 预制体里指定)")]
|
||||||
|
[Tooltip("要生成的预制体,根节点上必须有 EnemyChaseController")]
|
||||||
|
[SerializeField] private GameObject prefab;
|
||||||
|
|
||||||
|
[Tooltip("生成后赋给敌人的追踪目标,拖玩家根节点进来")]
|
||||||
|
[SerializeField] private Transform target;
|
||||||
|
|
||||||
|
[Header("生成")]
|
||||||
|
[Tooltip("生成间隔(秒),必须大于 0")]
|
||||||
|
[SerializeField] private float interval = 1f;
|
||||||
|
|
||||||
|
[Tooltip("随机范围半径(米),以自身位置为圆心")]
|
||||||
|
[SerializeField] private float radius = 5f;
|
||||||
|
|
||||||
|
private float _timer;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
if (prefab == null)
|
||||||
|
{
|
||||||
|
Debug.LogError("[PrefabSpawner] 没有指定要生成的预制体(prefab),请在 Inspector 里拖入。", this);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (target == null)
|
||||||
|
Debug.LogError("[PrefabSpawner] 没有指定目标(target),生成出来的敌人不会有追踪目标。", this);
|
||||||
|
|
||||||
|
if (prefab.GetComponent<EnemyChaseController>() == null)
|
||||||
|
Debug.LogError("[PrefabSpawner] 这个预制体上没有 EnemyChaseController,目标传不进去。", this);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if (prefab == null)
|
||||||
|
return; // Awake 已经报过错
|
||||||
|
|
||||||
|
_timer += Time.deltaTime;
|
||||||
|
if (_timer < interval)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_timer -= interval;
|
||||||
|
Spawn();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>在自身半径 radius 米的水平圆面内随机取一点,生成预制体。</summary>
|
||||||
|
private void Spawn()
|
||||||
|
{
|
||||||
|
Vector2 offset = Random.insideUnitCircle * radius;
|
||||||
|
Vector3 position = transform.position + new Vector3(offset.x, 0f, offset.y);
|
||||||
|
|
||||||
|
GameObject instance = Instantiate(prefab, position, Quaternion.identity);
|
||||||
|
|
||||||
|
// 实例拿不到场景里的玩家引用,这里递进去
|
||||||
|
EnemyChaseController enemy = instance.GetComponent<EnemyChaseController>();
|
||||||
|
if (enemy != null)
|
||||||
|
enemy.SetTarget(target);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 2aef3dd8d016749eba828b4711807579
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: fe3dfc27f716b41f2b9a78dfe5a88a52
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,69 @@
|
|||||||
|
using Cinemachine;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 按屏幕方向切换虚拟相机的跟随距离。
|
||||||
|
///
|
||||||
|
/// 挂在 Canvas 或任意「拉伸铺满」的 UI 节点上(这类节点的尺寸会随屏幕变化,Unity 才会回调),
|
||||||
|
/// 再把要改的虚拟相机拖到 virtualCamera 字段。该虚拟相机的 Body 必须是 Framing Transposer
|
||||||
|
/// (Camera Distance 是 Body 上的字段,不在虚拟相机组件本身)。
|
||||||
|
///
|
||||||
|
/// 触发时机:Unity 只在 RectTransform 尺寸变化时调用 OnRectTransformDimensionsChange,
|
||||||
|
/// 所以这里没有 Update、不轮询、初始化时不写值;只有屏幕方向真的翻转那一次才写一次距离。
|
||||||
|
/// (尺寸变了但方向没变——比如布局调整——也不会写。)
|
||||||
|
/// </summary>
|
||||||
|
[DisallowMultipleComponent]
|
||||||
|
public class CameraDistanceByOrientation : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("引用(必须在 Inspector / 预制体里指定)")]
|
||||||
|
[Tooltip("要改跟随距离的虚拟相机;它的 Body 必须是 Framing Transposer")]
|
||||||
|
[SerializeField] private CinemachineVirtualCamera virtualCamera;
|
||||||
|
|
||||||
|
[Header("相机距离")]
|
||||||
|
[Tooltip("横屏时的 Camera Distance")]
|
||||||
|
[SerializeField] private float landscapeDistance = 13f;
|
||||||
|
|
||||||
|
[Tooltip("竖屏时的 Camera Distance")]
|
||||||
|
[SerializeField] private float portraitDistance = 30f;
|
||||||
|
|
||||||
|
private CinemachineFramingTransposer _framingTransposer;
|
||||||
|
private bool _isPortrait;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
if (GetComponent<RectTransform>() == null)
|
||||||
|
Debug.LogError("[CameraDistanceByOrientation] 这个物体没有 RectTransform,收不到尺寸变化回调;" +
|
||||||
|
"请挂到 Canvas 或任意拉伸铺满的 UI 节点上。", this);
|
||||||
|
|
||||||
|
if (virtualCamera == null)
|
||||||
|
{
|
||||||
|
Debug.LogError("[CameraDistanceByOrientation] 没有指定 virtualCamera,请在 Inspector 里拖入。", this);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
_framingTransposer = virtualCamera.GetCinemachineComponent<CinemachineFramingTransposer>();
|
||||||
|
if (_framingTransposer == null)
|
||||||
|
Debug.LogError("[CameraDistanceByOrientation] 虚拟相机的 Body 不是 Framing Transposer,改不了 Camera Distance。", this);
|
||||||
|
|
||||||
|
// 只记下开局方向,不写相机
|
||||||
|
_isPortrait = IsPortrait();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>RectTransform 尺寸变化时由 Unity 调用(屏幕旋转、分辨率变化都会触发)。</summary>
|
||||||
|
private void OnRectTransformDimensionsChange()
|
||||||
|
{
|
||||||
|
bool portrait = IsPortrait();
|
||||||
|
if (portrait == _isPortrait)
|
||||||
|
return; // 尺寸变了但方向没变,不动相机
|
||||||
|
|
||||||
|
_isPortrait = portrait; // 只在翻转的这一次写值
|
||||||
|
|
||||||
|
if (_framingTransposer == null)
|
||||||
|
return; // Awake 已经报过错
|
||||||
|
|
||||||
|
_framingTransposer.m_CameraDistance = portrait ? portraitDistance : landscapeDistance;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>屏幕高度大于宽度算竖屏。编辑器里拖动 Game 视图尺寸也能触发,方便验证。</summary>
|
||||||
|
private static bool IsPortrait() => Screen.height > Screen.width;
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 508bb4f2c6ebb49ffbe7c3cb6ee43239
|
||||||
@@ -0,0 +1,45 @@
|
|||||||
|
using TMPro;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 把实时帧率写进 target 指定的文本,用来在真机上直接看性能。
|
||||||
|
/// 节点引用一律在 Inspector / 预制体里指定,代码里不按名字查找节点。
|
||||||
|
/// </summary>
|
||||||
|
[DisallowMultipleComponent]
|
||||||
|
public class FpsDisplay : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Tooltip("显示帧率的文本,必须在 Inspector 里指定")]
|
||||||
|
[SerializeField] private TMP_Text target;
|
||||||
|
|
||||||
|
[Tooltip("刷新间隔(秒)。0.25 = 每秒刷 4 次,数字不会跳得太厉害")]
|
||||||
|
[SerializeField] private float updateInterval = 0.25f;
|
||||||
|
|
||||||
|
[Tooltip("文本格式,{0} 是帧率数值。例:FPS:{0:0}f/s")]
|
||||||
|
[SerializeField] private string format = "FPS:{0:0}f/s";
|
||||||
|
|
||||||
|
private float _accumulatedTime;
|
||||||
|
private int _frames;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
if (target == null)
|
||||||
|
Debug.LogError("[FpsDisplay] 没有指定显示帧率的文本(target),请在 Inspector 里拖入。", this);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if (target == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_accumulatedTime += Time.unscaledDeltaTime;
|
||||||
|
_frames++;
|
||||||
|
|
||||||
|
if (_accumulatedTime < updateInterval)
|
||||||
|
return;
|
||||||
|
|
||||||
|
target.text = string.Format(format, _frames / _accumulatedTime);
|
||||||
|
|
||||||
|
_accumulatedTime = 0f;
|
||||||
|
_frames = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5cd887902ce124147b00d8e0173c77f1
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,54 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Main 启动页。
|
||||||
|
/// 点击事件在 Button 的 On Click() 里接线(Inspector 配置),代码里不查找节点。
|
||||||
|
/// </summary>
|
||||||
|
public class MainMenu : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Tooltip("点「启动」后要加载的场景名,必须已经加进 Build Settings")]
|
||||||
|
[SerializeField] private string startSceneName = "Start";
|
||||||
|
|
||||||
|
private bool _loading;
|
||||||
|
|
||||||
|
/// <summary>启动:加载目标场景,加载完成后卸载 Main 场景自己。</summary>
|
||||||
|
public void OnStartClicked()
|
||||||
|
{
|
||||||
|
if (_loading) return; // 防连点,避免同时加载出两份
|
||||||
|
_loading = true;
|
||||||
|
StartCoroutine(LoadThenUnloadSelf());
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>退出游戏。</summary>
|
||||||
|
public void OnExitClicked()
|
||||||
|
{
|
||||||
|
Application.Quit();
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
// 编辑器里 Application.Quit 不生效,方便本地测试
|
||||||
|
UnityEditor.EditorApplication.isPlaying = false;
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator LoadThenUnloadSelf()
|
||||||
|
{
|
||||||
|
Scene mainScene = gameObject.scene;
|
||||||
|
|
||||||
|
AsyncOperation load = SceneManager.LoadSceneAsync(startSceneName, LoadSceneMode.Additive);
|
||||||
|
if (load == null)
|
||||||
|
{
|
||||||
|
Debug.LogError("[MainMenu] 场景 \"" + startSceneName + "\" 加载失败,确认它已加入 Build Settings。", this);
|
||||||
|
_loading = false;
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
|
||||||
|
yield return load; // 等目标场景加载完成
|
||||||
|
|
||||||
|
Scene loaded = SceneManager.GetSceneByName(startSceneName);
|
||||||
|
if (loaded.IsValid())
|
||||||
|
SceneManager.SetActiveScene(loaded);
|
||||||
|
|
||||||
|
SceneManager.UnloadSceneAsync(mainScene); // 加载完成后卸载 Main
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0c630a6a725d34ce393e88e4152a280c
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,34 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 暂停按钮。点击后在指定父节点下实例化暂停菜单预制体。
|
||||||
|
/// 菜单预制体、父节点都在 Inspector 里指定,代码不查找节点。
|
||||||
|
/// </summary>
|
||||||
|
[DisallowMultipleComponent]
|
||||||
|
public class PauseButton : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Tooltip("点击后要显示的暂停菜单预制体")]
|
||||||
|
[SerializeField] private GameObject pauseMenuPrefab;
|
||||||
|
|
||||||
|
[Tooltip("菜单生成到哪个父节点下;留空则用本按钮的父节点(一般是 Canvas)")]
|
||||||
|
[SerializeField] private Transform menuParent;
|
||||||
|
|
||||||
|
private GameObject _instance;
|
||||||
|
|
||||||
|
public void OnPauseClicked()
|
||||||
|
{
|
||||||
|
if (pauseMenuPrefab == null)
|
||||||
|
{
|
||||||
|
Debug.LogError("[PauseButton] 没有指定暂停菜单预制体(pauseMenuPrefab)。", this);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_instance != null) // 菜单已经开着,不重复生成
|
||||||
|
return;
|
||||||
|
|
||||||
|
Transform parent = menuParent != null ? menuParent : transform.parent;
|
||||||
|
_instance = Instantiate(pauseMenuPrefab, parent);
|
||||||
|
|
||||||
|
Time.timeScale = 0f; // 暂停游戏;不需要真暂停就删掉这一行
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 96966a3c5c8764fc4bedfd83928fce19
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,53 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 暂停菜单:继续游戏 / 回到 Main 场景。
|
||||||
|
/// 按钮点击在各自 Button 的 On Click() 里接线(Inspector 配置)。
|
||||||
|
/// </summary>
|
||||||
|
[DisallowMultipleComponent]
|
||||||
|
public class PauseMenu : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Tooltip("「回到Main」要加载的场景名,必须已经加进 Build Settings")]
|
||||||
|
[SerializeField] private string mainSceneName = "Main";
|
||||||
|
|
||||||
|
private bool _leaving;
|
||||||
|
|
||||||
|
/// <summary>继续游戏:恢复时间,关掉自己。</summary>
|
||||||
|
public void OnContinueClicked()
|
||||||
|
{
|
||||||
|
Time.timeScale = 1f;
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>回到 Main:加载 Main 场景,加载完成后卸载当前场景。</summary>
|
||||||
|
public void OnBackToMainClicked()
|
||||||
|
{
|
||||||
|
if (_leaving) return;
|
||||||
|
_leaving = true;
|
||||||
|
Time.timeScale = 1f;
|
||||||
|
StartCoroutine(LoadMainThenUnloadCurrent());
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator LoadMainThenUnloadCurrent()
|
||||||
|
{
|
||||||
|
Scene currentScene = gameObject.scene;
|
||||||
|
|
||||||
|
AsyncOperation load = SceneManager.LoadSceneAsync(mainSceneName, LoadSceneMode.Additive);
|
||||||
|
if (load == null)
|
||||||
|
{
|
||||||
|
Debug.LogError("[PauseMenu] 场景 \"" + mainSceneName + "\" 加载失败,确认它已加入 Build Settings。", this);
|
||||||
|
_leaving = false;
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
|
||||||
|
yield return load; // 等 Main 加载完成
|
||||||
|
|
||||||
|
Scene loaded = SceneManager.GetSceneByName(mainSceneName);
|
||||||
|
if (loaded.IsValid())
|
||||||
|
SceneManager.SetActiveScene(loaded);
|
||||||
|
|
||||||
|
SceneManager.UnloadSceneAsync(currentScene); // 卸载当前场景
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e23dc01f92265409eb1d1cfafc1ad5dc
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,127 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.EventSystems;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 屏幕虚拟摇杆(移动轮盘)。挂在预制体根节点上,底盘和摇杆头两个引用
|
||||||
|
/// (background / handle)在 Inspector / 预制体里接好,代码里不按名字查找节点。
|
||||||
|
///
|
||||||
|
/// 鼠标按住拖拽或手指触摸都可以操作,对外输出归一化方向 <see cref="Value"/>:
|
||||||
|
/// x = 左右(右为正),y = 前后(上为正),模长 0~1 表示推杆幅度。
|
||||||
|
/// 松手后方向归零。
|
||||||
|
/// </summary>
|
||||||
|
[DisallowMultipleComponent]
|
||||||
|
public class VirtualJoystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
|
||||||
|
{
|
||||||
|
[Header("引用(必须在 Inspector / 预制体里指定)")]
|
||||||
|
[Tooltip("摇杆底盘(RectTransform)。拖拽位置以它的轴心为圆心换算,必须是捕获点击的那个节点")]
|
||||||
|
[SerializeField] private RectTransform background;
|
||||||
|
|
||||||
|
[Tooltip("摇杆头(RectTransform),跟着拖拽移动")]
|
||||||
|
[SerializeField] private RectTransform handle;
|
||||||
|
|
||||||
|
[Header("手感(距离单位是 UI 像素,以底盘轴心为圆心)")]
|
||||||
|
[Tooltip("摇杆头允许离开中心的最大距离。拖到这个距离就是满值输入(Value 模长 = 1),再往外拖摇杆头也不动。" +
|
||||||
|
"底盘 280、摇杆头 120 时,80 ≈ 摇杆头刚好贴到底盘边缘。")]
|
||||||
|
[SerializeField] private float maxDragRadius = 80f;
|
||||||
|
|
||||||
|
[Tooltip("死区:拖动距离小于「最大半径 × 该比例」时不输出,避免手抖")]
|
||||||
|
[Range(0f, 0.9f)]
|
||||||
|
[SerializeField] private float deadZone = 0.12f;
|
||||||
|
|
||||||
|
[Tooltip("松手后摇杆头是否弹回中心")]
|
||||||
|
[SerializeField] private bool returnToCenter = true;
|
||||||
|
|
||||||
|
[Tooltip("松手后是否隐藏整个轮盘(移动端常用)")]
|
||||||
|
[SerializeField] private bool hideOnRelease = false;
|
||||||
|
|
||||||
|
/// <summary>归一化输入方向,x = 左右,y = 前后,模长 0~1。</summary>
|
||||||
|
public Vector2 Value { get; private set; }
|
||||||
|
|
||||||
|
/// <summary>当前是否按住了轮盘。</summary>
|
||||||
|
public bool IsPressed { get; private set; }
|
||||||
|
|
||||||
|
private Canvas _canvas;
|
||||||
|
private Vector2 _handleHomePosition;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
if (background == null)
|
||||||
|
Debug.LogError("[VirtualJoystick] 没有指定摇杆底盘(background),请在 Inspector / 预制体里拖入。", this);
|
||||||
|
if (handle == null)
|
||||||
|
Debug.LogError("[VirtualJoystick] 没有指定摇杆头(handle),请在 Inspector / 预制体里拖入。", this);
|
||||||
|
|
||||||
|
_canvas = GetComponentInParent<Canvas>();
|
||||||
|
if (handle != null)
|
||||||
|
_handleHomePosition = handle.anchoredPosition;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
ResetInput();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnPointerDown(PointerEventData eventData)
|
||||||
|
{
|
||||||
|
IsPressed = true;
|
||||||
|
gameObject.SetActive(true);
|
||||||
|
UpdateFromPointer(eventData);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnDrag(PointerEventData eventData)
|
||||||
|
{
|
||||||
|
IsPressed = true;
|
||||||
|
UpdateFromPointer(eventData);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnPointerUp(PointerEventData eventData)
|
||||||
|
{
|
||||||
|
IsPressed = false;
|
||||||
|
|
||||||
|
if (returnToCenter)
|
||||||
|
ResetInput();
|
||||||
|
|
||||||
|
if (hideOnRelease)
|
||||||
|
gameObject.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>把摇杆归零,手柄回到初始位置。</summary>
|
||||||
|
public void ResetInput()
|
||||||
|
{
|
||||||
|
Value = Vector2.zero;
|
||||||
|
if (handle != null)
|
||||||
|
handle.anchoredPosition = _handleHomePosition;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateFromPointer(PointerEventData eventData)
|
||||||
|
{
|
||||||
|
if (background == null) return;
|
||||||
|
|
||||||
|
Camera cam = _canvas != null && _canvas.renderMode == RenderMode.ScreenSpaceOverlay
|
||||||
|
? null
|
||||||
|
: (eventData.pressEventCamera != null ? eventData.pressEventCamera : (_canvas != null ? _canvas.worldCamera : null));
|
||||||
|
|
||||||
|
if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(background, eventData.position, cam, out Vector2 local))
|
||||||
|
return;
|
||||||
|
|
||||||
|
// local 是相对底盘轴心的像素偏移,直接按「最大拖动半径」归一化
|
||||||
|
float radius = Mathf.Max(1f, maxDragRadius);
|
||||||
|
float distance = local.magnitude;
|
||||||
|
Vector2 direction = distance > 0.0001f ? local / distance : Vector2.zero;
|
||||||
|
float magnitude = Mathf.Clamp01(distance / radius);
|
||||||
|
|
||||||
|
if (magnitude < deadZone)
|
||||||
|
{
|
||||||
|
Value = Vector2.zero;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// 死区外的部分重新映射到 0~1,避免刚出死区就一大跳
|
||||||
|
float remapped = Mathf.InverseLerp(deadZone, 1f, magnitude);
|
||||||
|
Value = direction * Mathf.Clamp01(remapped);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (handle != null)
|
||||||
|
handle.anchoredPosition = _handleHomePosition + direction * (magnitude * radius);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a40b5077dc83e4f33a9f0718325ff7e8
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
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using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
// UIMask 材质面板的"下拉框 -> 隐藏属性"绘制器基类。
|
||||||
|
// ShaderLab 的 Blend / Cull 只接受数字属性,没法用枚举直接切换,
|
||||||
|
// 所以由绘制器把下拉框的选项写进隐藏属性。
|
||||||
|
// 每次绘制面板都会同步一次,所以从其它 shader(例如 URP/Lit 也有同名的
|
||||||
|
// _SrcBlend / _DstBlend / _Cull)切过来的材质会被自动纠正。
|
||||||
|
// 注意:attribute 的名字必须是子类的简单类名,Unity 按类名查找绘制器。
|
||||||
|
public abstract class UIMaskEnumDrawer : MaterialPropertyDrawer
|
||||||
|
{
|
||||||
|
protected abstract string[] Options { get; }
|
||||||
|
|
||||||
|
// 把下拉框当前选项同步到材质上的隐藏属性
|
||||||
|
protected abstract void Apply(MaterialEditor editor, int index);
|
||||||
|
|
||||||
|
public override void OnGUI(Rect position, MaterialProperty prop, string label, MaterialEditor editor)
|
||||||
|
{
|
||||||
|
EditorGUI.BeginChangeCheck();
|
||||||
|
int index = Mathf.Clamp(Mathf.RoundToInt(prop.floatValue), 0, Options.Length - 1);
|
||||||
|
index = EditorGUI.Popup(position, label, index, Options);
|
||||||
|
if (EditorGUI.EndChangeCheck())
|
||||||
|
{
|
||||||
|
prop.floatValue = index;
|
||||||
|
}
|
||||||
|
|
||||||
|
Apply(editor, index);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor)
|
||||||
|
{
|
||||||
|
return EditorGUIUtility.singleLineHeight;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected void SetValue(MaterialEditor editor, string propertyName, float value)
|
||||||
|
{
|
||||||
|
foreach (Object target in editor.targets)
|
||||||
|
{
|
||||||
|
var material = target as Material;
|
||||||
|
if (material == null || !material.HasProperty(propertyName))
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!Mathf.Approximately(material.GetFloat(propertyName), value))
|
||||||
|
{
|
||||||
|
material.SetFloat(propertyName, value);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 混合模式:Additive / Alpha / Alpha Premultiplied / Opaque
|
||||||
|
// 数值对应 UnityEngine.Rendering.BlendMode:SrcAlpha=5, One=1, OneMinusSrcAlpha=10, Zero=0
|
||||||
|
// Opaque 会同时打开 ZWrite(不透明需要写深度),其余模式 ZWrite = 0
|
||||||
|
public class UIMaskBlendMode : UIMaskEnumDrawer
|
||||||
|
{
|
||||||
|
private static readonly string[] Items = { "Additive", "Alpha", "Alpha Premultiplied", "Opaque" };
|
||||||
|
|
||||||
|
protected override string[] Options => Items;
|
||||||
|
|
||||||
|
protected override void Apply(MaterialEditor editor, int index)
|
||||||
|
{
|
||||||
|
const float srcAlpha = (float)UnityEngine.Rendering.BlendMode.SrcAlpha; // 5
|
||||||
|
const float one = (float)UnityEngine.Rendering.BlendMode.One; // 1
|
||||||
|
const float oneMinusSrcAlpha = (float)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha; // 10
|
||||||
|
const float zero = (float)UnityEngine.Rendering.BlendMode.Zero; // 0
|
||||||
|
|
||||||
|
switch (index)
|
||||||
|
{
|
||||||
|
case 1: // Alpha:标准透明混合
|
||||||
|
SetValue(editor, "_SrcBlend", srcAlpha);
|
||||||
|
SetValue(editor, "_DstBlend", oneMinusSrcAlpha);
|
||||||
|
SetValue(editor, "_ZWrite", 0f);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 2: // Alpha Premultiplied:颜色已预乘 alpha,源因子用 One
|
||||||
|
SetValue(editor, "_SrcBlend", one);
|
||||||
|
SetValue(editor, "_DstBlend", oneMinusSrcAlpha);
|
||||||
|
SetValue(editor, "_ZWrite", 0f);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case 3: // Opaque:不混合 + 写深度
|
||||||
|
SetValue(editor, "_SrcBlend", one);
|
||||||
|
SetValue(editor, "_DstBlend", zero);
|
||||||
|
SetValue(editor, "_ZWrite", 1f);
|
||||||
|
break;
|
||||||
|
|
||||||
|
default: // Additive:SrcAlpha + One
|
||||||
|
SetValue(editor, "_SrcBlend", srcAlpha);
|
||||||
|
SetValue(editor, "_DstBlend", one);
|
||||||
|
SetValue(editor, "_ZWrite", 0f);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 渲染面:只渲染前面 / 只渲染后面 / 双面
|
||||||
|
// ShaderLab 的 Cull 取值:Off=0(双面)、Front=1(剔除正面,即只渲染后面)、Back=2(剔除背面,即只渲染前面)
|
||||||
|
public class UIMaskRenderFace : UIMaskEnumDrawer
|
||||||
|
{
|
||||||
|
private const float CullOff = 0f;
|
||||||
|
private const float CullFront = 1f;
|
||||||
|
private const float CullBack = 2f;
|
||||||
|
|
||||||
|
private static readonly string[] Items = { "前面", "背面", "双面" };
|
||||||
|
|
||||||
|
protected override string[] Options => Items;
|
||||||
|
|
||||||
|
protected override void Apply(MaterialEditor editor, int index)
|
||||||
|
{
|
||||||
|
float cull = index == 0 ? CullBack : (index == 1 ? CullFront : CullOff);
|
||||||
|
SetValue(editor, "_Cull", cull);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 贴图通道:R / G / B / A(值直接被 shader 采样时使用,不需要写隐藏属性)
|
||||||
|
// 默认 A(index = 3)
|
||||||
|
public class UIMaskChannel : UIMaskEnumDrawer
|
||||||
|
{
|
||||||
|
private static readonly string[] Items = { "R 通道", "G 通道", "B 通道", "A 通道" };
|
||||||
|
|
||||||
|
protected override string[] Options => Items;
|
||||||
|
|
||||||
|
protected override void Apply(MaterialEditor editor, int index)
|
||||||
|
{
|
||||||
|
// 下拉框的值本身就是要采样的通道号,无需同步到别的属性
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 通用模块:粒子自定义数据通道下拉框(shader 里写 [CustomDataChannel])
|
||||||
|
// 选项 9 项:null / Custom1.xyzw / Custom2.xyzw;值 0=null,1~4=Custom1,5~8=Custom2
|
||||||
|
// 右侧会提示该通道是否已被同一材质上的其它参数占用
|
||||||
|
//(约定:属性名里含 "CustomChannel" 的都会被统计,以后新增参数只要按这个命名即可自动纳入)
|
||||||
|
// shader 侧配套函数:CustomDataChannelValue(custom1, custom2, channel) → 取对应通道的值
|
||||||
|
public class CustomDataChannel : MaterialPropertyDrawer
|
||||||
|
{
|
||||||
|
private static readonly string[] Items =
|
||||||
|
{
|
||||||
|
"null",
|
||||||
|
"Custom1.x", "Custom1.y", "Custom1.z", "Custom1.w",
|
||||||
|
"Custom2.x", "Custom2.y", "Custom2.z", "Custom2.w"
|
||||||
|
};
|
||||||
|
|
||||||
|
private const float HintWidth = 150f;
|
||||||
|
|
||||||
|
public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor)
|
||||||
|
{
|
||||||
|
return EditorGUIUtility.singleLineHeight;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnGUI(Rect position, MaterialProperty prop, string label, MaterialEditor editor)
|
||||||
|
{
|
||||||
|
Rect popupRect = new Rect(position.x, position.y, Mathf.Max(60f, position.width - HintWidth - 4f), position.height);
|
||||||
|
Rect hintRect = new Rect(position.xMax - HintWidth, position.y, HintWidth, position.height);
|
||||||
|
|
||||||
|
int index = Mathf.Clamp(Mathf.RoundToInt(prop.floatValue), 0, Items.Length - 1);
|
||||||
|
|
||||||
|
EditorGUI.BeginChangeCheck();
|
||||||
|
EditorGUI.showMixedValue = prop.hasMixedValue;
|
||||||
|
index = EditorGUI.Popup(popupRect, label, index, Items);
|
||||||
|
EditorGUI.showMixedValue = false;
|
||||||
|
if (EditorGUI.EndChangeCheck())
|
||||||
|
{
|
||||||
|
prop.floatValue = index;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool occupied;
|
||||||
|
string hint = DescribeOccupation(editor, prop, index, out occupied);
|
||||||
|
var hintContent = new GUIContent(hint, "数据来自粒子系统的「自定义数据」模块;"
|
||||||
|
+ "还需要在粒子渲染器的「自定义顶点流」里按 UV、Custom1.xyzw、Custom2.xyzw 的顺序勾选对应通道。");
|
||||||
|
|
||||||
|
Color oldColor = GUI.color;
|
||||||
|
if (index == 0)
|
||||||
|
{
|
||||||
|
GUI.color = new Color(0.7f, 0.7f, 0.7f);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
GUI.color = occupied ? new Color(1f, 0.72f, 0.25f) : new Color(0.55f, 0.85f, 0.55f);
|
||||||
|
}
|
||||||
|
EditorGUI.LabelField(hintRect, hintContent, EditorStyles.miniLabel);
|
||||||
|
GUI.color = oldColor;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static string DescribeOccupation(MaterialEditor editor, MaterialProperty prop, int index, out bool occupied)
|
||||||
|
{
|
||||||
|
occupied = false;
|
||||||
|
|
||||||
|
if (index == 0)
|
||||||
|
{
|
||||||
|
return "未使用";
|
||||||
|
}
|
||||||
|
|
||||||
|
var material = editor.targets.Length > 0 ? editor.targets[0] as Material : null;
|
||||||
|
if (material == null)
|
||||||
|
{
|
||||||
|
return string.Empty;
|
||||||
|
}
|
||||||
|
|
||||||
|
Shader shader = material.shader;
|
||||||
|
int count = shader.GetPropertyCount();
|
||||||
|
var owners = new System.Collections.Generic.List<string>();
|
||||||
|
|
||||||
|
for (int i = 0; i < count; i++)
|
||||||
|
{
|
||||||
|
string name = shader.GetPropertyName(i);
|
||||||
|
if (name == prop.name || !name.Contains("CustomChannel"))
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
if (!material.HasProperty(name) || Mathf.RoundToInt(material.GetFloat(name)) != index)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
string description = shader.GetPropertyDescription(i);
|
||||||
|
owners.Add(string.IsNullOrEmpty(description) ? name : description);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (owners.Count == 0)
|
||||||
|
{
|
||||||
|
return "未占用";
|
||||||
|
}
|
||||||
|
|
||||||
|
occupied = true;
|
||||||
|
return owners.Count == 1
|
||||||
|
? "已被 " + owners[0] + " 占用"
|
||||||
|
: "已被 " + owners[0] + " 等 " + owners.Count + " 处占用";
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: de421d7ff241b44acba639824a11e4b6
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,331 @@
|
|||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
|
||||||
|
// UIMask 的材质面板:分组折叠 + 中文标签。
|
||||||
|
// shader 里用 CustomEditor "UIMaskShaderGUI" 挂上这个类。
|
||||||
|
// 折叠状态存在 EditorPrefs(按组名),重编译/重启 Unity 后仍然保持。
|
||||||
|
// 未在 Groups 里列出的属性(_SrcBlend/_DstBlend/_Cull、硬边溶解、Stencil 等)不绘制。
|
||||||
|
public class UIMaskShaderGUI : ShaderGUI
|
||||||
|
{
|
||||||
|
private const string FoldKeyPrefix = "UIMask.GUI.";
|
||||||
|
|
||||||
|
// 用来读取 shader 里声明的默认值(新建一个隐藏材质读它的初始值)
|
||||||
|
private static Material defaultsMaterial;
|
||||||
|
|
||||||
|
private class Group
|
||||||
|
{
|
||||||
|
public string Label;
|
||||||
|
public string Toggle; // 组的启用开关(没有则为 null)
|
||||||
|
public string[] Props; // 组内属性,按显示顺序
|
||||||
|
}
|
||||||
|
|
||||||
|
private static readonly Group[] Groups =
|
||||||
|
{
|
||||||
|
new Group
|
||||||
|
{
|
||||||
|
Label = "基础",
|
||||||
|
Props = new[] { "_BlendMode", "_RenderFace", "_TintColor", "_GlowScale|_AlphaScale", "_MainTex", "_SoftParticleFade" }
|
||||||
|
},
|
||||||
|
new Group
|
||||||
|
{
|
||||||
|
Label = "UV 滚动",
|
||||||
|
Toggle = "_UseUvAni",
|
||||||
|
Props = new[] { "_SpeedU|_SpeedV" }
|
||||||
|
},
|
||||||
|
new Group
|
||||||
|
{
|
||||||
|
Label = "UV 扰乱",
|
||||||
|
Toggle = "_UseUvDistortion",
|
||||||
|
Props = new[] { "_UVNoiseTex", "_Distortion", "_NoiseScroll" }
|
||||||
|
},
|
||||||
|
new Group
|
||||||
|
{
|
||||||
|
Label = "遮罩 Mask",
|
||||||
|
Toggle = "_UseMask",
|
||||||
|
Props = new[] { "_UseMaskUvAni", "_Mask", "_MaskChannel", "_MaskSpeedU|_MaskSpeedV" }
|
||||||
|
},
|
||||||
|
new Group
|
||||||
|
{
|
||||||
|
Label = "溶解",
|
||||||
|
Toggle = "_UseDissolve",
|
||||||
|
Props = new[]
|
||||||
|
{
|
||||||
|
"_DissolveTex",
|
||||||
|
"_DissolveChannel",
|
||||||
|
"_Dissolve",
|
||||||
|
"_DissolveWidth",
|
||||||
|
"_DissolveCustomChannel",
|
||||||
|
"_DissolveEdgeColor",
|
||||||
|
"_DissolveEdgeSharpness",
|
||||||
|
"_DissolveHighlightColor",
|
||||||
|
"_DissolveHighlightWidth"
|
||||||
|
}
|
||||||
|
},
|
||||||
|
new Group
|
||||||
|
{
|
||||||
|
Label = "UI 裁切",
|
||||||
|
Toggle = "_UseUIMaskClip",
|
||||||
|
Props = new[] { "_ClipRect" }
|
||||||
|
},
|
||||||
|
new Group
|
||||||
|
{
|
||||||
|
Label = "顶点遮罩",
|
||||||
|
Toggle = "_UseVertexMask",
|
||||||
|
Props = new[] { "_VertexOffset" }
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
public override void OnGUI(MaterialEditor editor, MaterialProperty[] props)
|
||||||
|
{
|
||||||
|
foreach (Group group in Groups)
|
||||||
|
{
|
||||||
|
DrawGroup(editor, props, group);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void DrawGroup(MaterialEditor editor, MaterialProperty[] props, Group group)
|
||||||
|
{
|
||||||
|
MaterialProperty toggle = string.IsNullOrEmpty(group.Toggle)
|
||||||
|
? null
|
||||||
|
: FindProperty(group.Toggle, props, false);
|
||||||
|
|
||||||
|
string foldKey = FoldKeyPrefix + group.Label;
|
||||||
|
// 默认只展开"基础",其余收起(收起时右边的勾选状态仍能看出该功能有没有开)
|
||||||
|
bool expanded = EditorPrefs.GetBool(foldKey, group.Label == "基础");
|
||||||
|
|
||||||
|
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||||
|
EditorGUILayout.BeginHorizontal();
|
||||||
|
bool newExpanded = EditorGUILayout.Foldout(expanded, group.Label, true, EditorStyles.foldoutHeader);
|
||||||
|
GUILayout.FlexibleSpace();
|
||||||
|
if (toggle != null)
|
||||||
|
{
|
||||||
|
editor.ShaderProperty(toggle, GUIContent.none, 0);
|
||||||
|
}
|
||||||
|
if (GUILayout.Button(new GUIContent("重置", "把本组参数恢复为 shader 默认值"), EditorStyles.miniButton, GUILayout.Width(42f)))
|
||||||
|
{
|
||||||
|
ResetGroup(editor, props, group);
|
||||||
|
}
|
||||||
|
EditorGUILayout.EndHorizontal();
|
||||||
|
|
||||||
|
if (newExpanded != expanded)
|
||||||
|
{
|
||||||
|
EditorPrefs.SetBool(foldKey, newExpanded);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (newExpanded)
|
||||||
|
{
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
DrawProps(editor, props, group.Props);
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
|
||||||
|
EditorGUILayout.EndVertical();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 把某一组的属性恢复成 shader 默认值(启用开关同时同步它的关键字)
|
||||||
|
private static void ResetGroup(MaterialEditor editor, MaterialProperty[] props, Group group)
|
||||||
|
{
|
||||||
|
Material sample = null;
|
||||||
|
foreach (Object target in editor.targets)
|
||||||
|
{
|
||||||
|
sample = target as Material;
|
||||||
|
if (sample != null)
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (sample == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (defaultsMaterial == null || defaultsMaterial.shader != sample.shader)
|
||||||
|
{
|
||||||
|
if (defaultsMaterial != null)
|
||||||
|
{
|
||||||
|
Object.DestroyImmediate(defaultsMaterial);
|
||||||
|
}
|
||||||
|
defaultsMaterial = new Material(sample.shader) { hideFlags = HideFlags.HideAndDontSave };
|
||||||
|
}
|
||||||
|
|
||||||
|
Undo.RecordObjects(editor.targets, "Reset " + group.Label);
|
||||||
|
|
||||||
|
foreach (string name in EnumerateNames(group))
|
||||||
|
{
|
||||||
|
MaterialProperty prop = FindProperty(name, props, false);
|
||||||
|
if (prop == null || !defaultsMaterial.HasProperty(name))
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
switch (prop.propertyType)
|
||||||
|
{
|
||||||
|
case UnityEngine.Rendering.ShaderPropertyType.Color:
|
||||||
|
prop.colorValue = defaultsMaterial.GetColor(name);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case UnityEngine.Rendering.ShaderPropertyType.Vector:
|
||||||
|
prop.vectorValue = defaultsMaterial.GetVector(name);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case UnityEngine.Rendering.ShaderPropertyType.Texture:
|
||||||
|
prop.textureValue = defaultsMaterial.GetTexture(name);
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
float value = defaultsMaterial.GetFloat(name);
|
||||||
|
prop.floatValue = value;
|
||||||
|
// 开关类属性(_UseXxx)要把关键字一起恢复,否则面板勾选和实际编译状态会对不上
|
||||||
|
if (name.StartsWith("_Use"))
|
||||||
|
{
|
||||||
|
SetKeyword(editor, KeywordOf(name), value > 0.5f);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (Object target in editor.targets)
|
||||||
|
{
|
||||||
|
EditorUtility.SetDirty(target);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static IEnumerable<string> EnumerateNames(Group group)
|
||||||
|
{
|
||||||
|
if (!string.IsNullOrEmpty(group.Toggle))
|
||||||
|
{
|
||||||
|
yield return group.Toggle;
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (string row in group.Props)
|
||||||
|
{
|
||||||
|
int separator = row.IndexOf('|');
|
||||||
|
if (separator < 0)
|
||||||
|
{
|
||||||
|
yield return row;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
yield return row.Substring(0, separator);
|
||||||
|
yield return row.Substring(separator + 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static string KeywordOf(string propertyName)
|
||||||
|
{
|
||||||
|
string trimmed = propertyName.StartsWith("_") ? propertyName.Substring(1) : propertyName;
|
||||||
|
return "_" + trimmed.ToUpperInvariant() + "_ON";
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void SetKeyword(MaterialEditor editor, string keyword, bool enabled)
|
||||||
|
{
|
||||||
|
foreach (Object target in editor.targets)
|
||||||
|
{
|
||||||
|
var material = target as Material;
|
||||||
|
if (material == null)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (enabled)
|
||||||
|
{
|
||||||
|
material.EnableKeyword(keyword);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
material.DisableKeyword(keyword);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// group.Props 里一项 = 一行;写 "A|B" 表示这两个单值属性并排在同一行
|
||||||
|
private static void DrawProps(MaterialEditor editor, MaterialProperty[] props, string[] rows)
|
||||||
|
{
|
||||||
|
foreach (string row in rows)
|
||||||
|
{
|
||||||
|
int separator = row.IndexOf('|');
|
||||||
|
if (separator < 0)
|
||||||
|
{
|
||||||
|
DrawOne(editor, props, row);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
MaterialProperty left = FindProperty(row.Substring(0, separator), props, false);
|
||||||
|
MaterialProperty right = FindProperty(row.Substring(separator + 1), props, false);
|
||||||
|
if (left != null && right != null && IsSingleValue(left) && IsSingleValue(right))
|
||||||
|
{
|
||||||
|
DrawTwoPerRow(editor, left, right);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// 其中一边不存在或不是单值属性,退回各自一行,避免出错
|
||||||
|
if (left != null) DrawOne(editor, props, left.name);
|
||||||
|
if (right != null) DrawOne(editor, props, right.name);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void DrawOne(MaterialEditor editor, MaterialProperty[] props, string name)
|
||||||
|
{
|
||||||
|
MaterialProperty prop = FindProperty(name, props, false);
|
||||||
|
if (prop == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Texture)
|
||||||
|
{
|
||||||
|
// Unity 原生贴图选择器(缩略图 + 平铺/偏移都由它画)
|
||||||
|
bool scaleOffset = (prop.propertyFlags & UnityEngine.Rendering.ShaderPropertyFlags.NoScaleOffset) == 0;
|
||||||
|
editor.TextureProperty(prop, prop.displayName, scaleOffset);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Vector)
|
||||||
|
{
|
||||||
|
DrawVectorTwoLines(prop);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
editor.ShaderProperty(prop, prop.displayName);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static bool IsSingleValue(MaterialProperty prop)
|
||||||
|
{
|
||||||
|
return prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Float
|
||||||
|
|| prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Int;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 两个单值属性并排一行;半行放不下默认标签宽度,所以临时收窄标签
|
||||||
|
private static void DrawTwoPerRow(MaterialEditor editor, MaterialProperty left, MaterialProperty right)
|
||||||
|
{
|
||||||
|
Rect row = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight);
|
||||||
|
const float gap = 6f;
|
||||||
|
float half = (row.width - gap) * 0.5f;
|
||||||
|
|
||||||
|
float oldLabelWidth = EditorGUIUtility.labelWidth;
|
||||||
|
EditorGUIUtility.labelWidth = Mathf.Min(oldLabelWidth, half * 0.5f);
|
||||||
|
|
||||||
|
editor.ShaderProperty(new Rect(row.x, row.y, half, row.height), left, new GUIContent(left.displayName));
|
||||||
|
editor.ShaderProperty(new Rect(row.x + half + gap, row.y, half, row.height), right, new GUIContent(right.displayName));
|
||||||
|
|
||||||
|
EditorGUIUtility.labelWidth = oldLabelWidth;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 四分量向量:属性名独占一行,X/Y/Z/W 单独占下一行(默认是挤在同一行,名字会被切掉)
|
||||||
|
private static void DrawVectorTwoLines(MaterialProperty prop)
|
||||||
|
{
|
||||||
|
EditorGUILayout.LabelField(prop.displayName, EditorStyles.label);
|
||||||
|
|
||||||
|
EditorGUI.BeginChangeCheck();
|
||||||
|
EditorGUI.showMixedValue = prop.hasMixedValue;
|
||||||
|
Vector4 value = EditorGUILayout.Vector4Field(GUIContent.none, prop.vectorValue);
|
||||||
|
EditorGUI.showMixedValue = false;
|
||||||
|
if (EditorGUI.EndChangeCheck())
|
||||||
|
{
|
||||||
|
prop.vectorValue = value;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
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|
guid: 621d15512511a4cbdaf5fc4e9f99dfa3
|
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|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,193 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!21 &2100000
|
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|
Material:
|
||||||
|
serializedVersion: 8
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|
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|
m_CorrespondingSourceObject: {fileID: 0}
|
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|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_Name: VFX
|
||||||
|
m_Shader: {fileID: 4800000, guid: 7ddbc50ff7d2d42939fd3e9816f2baf4, type: 3}
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||||||
|
m_Parent: {fileID: 0}
|
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|
m_ModifiedSerializedProperties: 0
|
||||||
|
m_ValidKeywords: []
|
||||||
|
m_InvalidKeywords:
|
||||||
|
- _USEUVTRAIL_ON
|
||||||
|
m_LightmapFlags: 4
|
||||||
|
m_EnableInstancingVariants: 0
|
||||||
|
m_DoubleSidedGI: 0
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||||||
|
m_CustomRenderQueue: -1
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||||||
|
stringTagMap: {}
|
||||||
|
disabledShaderPasses: []
|
||||||
|
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|
||||||
|
m_SavedProperties:
|
||||||
|
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|
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|
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailMask:
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|
m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailNormalMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _RampTex:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _UVNoiseTex:
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|
m_Texture: {fileID: 0}
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|
m_Scale: {x: 1, y: 1}
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|
m_Offset: {x: 0, y: 0}
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- unity_Lightmaps:
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|
m_Texture: {fileID: 0}
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|
m_Scale: {x: 1, y: 1}
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|
m_Offset: {x: 0, y: 0}
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- unity_LightmapsInd:
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||||||
|
m_Texture: {fileID: 0}
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|
m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- unity_ShadowMasks:
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|
m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _AlphaClip: 0
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- _AlphaScale: 1
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- _AlphaToMask: 0
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- _Blend: 0
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- _BlendMode: 1
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|
- _BlendModePreserveSpecular: 1
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|
- _BumpScale: 1
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|
- _ClearCoatMask: 0
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- _ClearCoatSmoothness: 0
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- _ColorMask: 15
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|
- _Cull: 2
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|
- _Cutoff: 0.5
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|
- _DetailAlbedoMapScale: 1
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|
- _DetailNormalMapScale: 1
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- _Dissolve: 0
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|
- _DissolveChannel: 3
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|
- _DissolveCustomChannel: 0
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- _DissolveCustomData: 0
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|
- _DissolveEdgeSharpness: 2
|
||||||
|
- _DissolveHighlightWidth: 0.08
|
||||||
|
- _DissolveWidth: 0
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|
- _Distortion: 0
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|
- _DstBlend: 10
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|
- _DstBlendAlpha: 0
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||||||
|
- _EdgeGlow: 1
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||||||
|
- _EnvironmentReflections: 1
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||||||
|
- _GlossMapScale: 0
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||||||
|
- _Glossiness: 0
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- _GlossyReflections: 0
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|
- _GlowScale: 1
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||||||
|
- _MaskChannel: 3
|
||||||
|
- _MaskSpeedU: 0
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||||||
|
- _MaskSpeedV: 0
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||||||
|
- _Metallic: 0
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||||||
|
- _OcclusionStrength: 1
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|
- _Parallax: 0.005
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|
- _QueueOffset: 0
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|
- _ReceiveShadows: 1
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|
- _RenderFace: 0
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|
- _Smoothness: 0.5
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|
- _SmoothnessTextureChannel: 0
|
||||||
|
- _SoftParticleFade: 0
|
||||||
|
- _SpecularHighlights: 1
|
||||||
|
- _SpeedU: 0
|
||||||
|
- _SpeedV: 0
|
||||||
|
- _SrcBlend: 5
|
||||||
|
- _SrcBlendAlpha: 1
|
||||||
|
- _Stencil: 0
|
||||||
|
- _StencilComp: 8
|
||||||
|
- _StencilOp: 0
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|
- _StencilReadMask: 255
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|
- _StencilWriteMask: 255
|
||||||
|
- _Surface: 0
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|
- _UseDissolve: 0
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|
- _UseHardEdge: 0
|
||||||
|
- _UseMask: 0
|
||||||
|
- _UseMaskUvAni: 0
|
||||||
|
- _UseReceiveFog: 0
|
||||||
|
- _UseUIMaskClip: 0
|
||||||
|
- _UseUvAni: 0
|
||||||
|
- _UseUvDistortion: 0
|
||||||
|
- _UseUvTrail: 1
|
||||||
|
- _UseVertexMask: 0
|
||||||
|
- _VertexFlipX: 1
|
||||||
|
- _WorkflowMode: 1
|
||||||
|
- _ZWrite: 0
|
||||||
|
m_Colors:
|
||||||
|
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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||||||
|
- _ClipRect: {r: -1, g: -1, b: 1, a: 1}
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||||||
|
- _Color: {r: 1, g: 1, b: 1, a: 1}
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||||||
|
- _DissolveEdgeColor: {r: 0, g: 0, b: 0, a: 1}
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||||||
|
- _DissolveHighlightColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
- _EdgeColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
- _MainTexTiling: {r: 1, g: 1, b: 0, a: 0}
|
||||||
|
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|
||||||
|
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
|
||||||
|
- _TintColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5}
|
||||||
|
- _VertexOffset: {r: 0, g: 0, b: 1, a: 1}
|
||||||
|
m_BuildTextureStacks: []
|
||||||
|
--- !u!114 &4124507439711967337
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 11
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
|
||||||
|
m_Name:
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
version: 7
|
||||||
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: fef3f43e5c75945209ac3bd77f1cad29
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 2100000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -0,0 +1,325 @@
|
|||||||
|
// UIMask:UI Mask 粒子/特效 shader —— 加色与普通混合共用一个 shader
|
||||||
|
//
|
||||||
|
// 混合模式在材质面板上是一个下拉框 "_BlendMode"(加色 Additive / 普通混合 AlphaBlend)。
|
||||||
|
// 它由 Assets/Shaders/Editor/UIMaskBlendMode.cs([UIMaskBlendMode] 绘制器)映射到真正的 Blend 状态:
|
||||||
|
// 加色(Additive): _SrcBlend = 5 (SrcAlpha) _DstBlend = 1 (One)
|
||||||
|
// 普通混合(AlphaBlend):_SrcBlend = 5 (SrcAlpha) _DstBlend = 10 (OneMinusSrcAlpha)
|
||||||
|
// 渲染面同理:[UIMaskRenderFace] 下拉映射到隐藏属性 _Cull(双面=0,只渲染后面=1,只渲染前面=2)。
|
||||||
|
// _SrcBlend / _DstBlend / _Cull 是隐藏属性,由下拉框自动写入,不要手动改。
|
||||||
|
// Blend 是固定功能状态,不参与 shader 变体表,所以切换混合模式不产生额外变体。
|
||||||
|
// 面向美术:程序/技术类参数一律用 [HideInInspector] 隐藏(混合模式内部值、Stencil 组、
|
||||||
|
// 顶点 Mask 翻转),需要时由程序控制,材质面板只留艺术参数。
|
||||||
|
Shader "VFX/Yeomai_VFX" {
|
||||||
|
Properties {
|
||||||
|
[UIMaskBlendMode] _BlendMode ("混合模式", Float) = 0
|
||||||
|
[HideInInspector] _SrcBlend ("Src Blend", Float) = 5
|
||||||
|
[HideInInspector] _DstBlend ("Dst Blend", Float) = 1
|
||||||
|
[UIMaskRenderFace] _RenderFace ("渲染面", Float) = 2
|
||||||
|
[HideInInspector] _Cull ("Cull", Float) = 0
|
||||||
|
[HideInInspector] _ZWrite ("ZWrite", Float) = 0
|
||||||
|
[HDR]_TintColor ("着色", Color) = (0.5,0.5,0.5,0.5)
|
||||||
|
_GlowScale("发光强度", float) = 1
|
||||||
|
_AlphaScale("透明度", float) = 1
|
||||||
|
_SoftParticleFade ("软粒子过渡", Range(0, 5)) = 0
|
||||||
|
_MainTex ("主贴图", 2D) = "white" {}
|
||||||
|
[Toggle] _UseUvAni("启用", Float) = 0
|
||||||
|
_SpeedU("U 速度", Float) = 0
|
||||||
|
_SpeedV("V 速度", Float) = 0
|
||||||
|
[Toggle] _UseUvDistortion("启用", Float) = 0
|
||||||
|
_UVNoiseTex("噪声贴图", 2D) = "black" {}
|
||||||
|
_Distortion ("扰动量", Float) = 0
|
||||||
|
_NoiseScroll ("噪声滚动 (XY 速度 / ZW 强度)", Vector) = (0,0,1,1)
|
||||||
|
[Toggle] _UseMask("启用", Float) = 0
|
||||||
|
[Toggle] _UseMaskUvAni("UV 滚动", Float) = 0
|
||||||
|
_Mask("遮罩贴图", 2D) = "white" {}
|
||||||
|
[UIMaskChannel] _MaskChannel("通道", Float) = 3
|
||||||
|
_MaskSpeedU("U 速度", Float) = 0
|
||||||
|
_MaskSpeedV("V 速度", Float) = 0
|
||||||
|
[Toggle] _UseDissolve("启用", Float) = 0
|
||||||
|
_DissolveTex ("溶解贴图", 2D) = "white" {}
|
||||||
|
[UIMaskChannel] _DissolveChannel("通道", Float) = 3
|
||||||
|
_Dissolve ("溶解进度", Range(0, 1.01)) = 0
|
||||||
|
_DissolveWidth ("溶解宽度", Range(0, 1)) = 0
|
||||||
|
[CustomDataChannel] _DissolveCustomChannel ("自定义数据通道", Float) = 0
|
||||||
|
// 默认黑色 = 不叠加任何颜色,保证新参数不影响原有溶解效果
|
||||||
|
[HDR]_DissolveEdgeColor ("溶解边缘颜色", Color) = (0, 0, 0, 1)
|
||||||
|
_DissolveEdgeSharpness ("边缘锐度 (越大越细)", Range(0.001, 8)) = 2
|
||||||
|
// 第二层:贴边界的细亮圈(烧纸的燃烧边),同样默认黑色不影响原效果
|
||||||
|
[HDR]_DissolveHighlightColor ("溶解边缘高亮", Color) = (0, 0, 0, 1)
|
||||||
|
_DissolveHighlightWidth ("高亮宽度 (越小越细)", Range(0.001, 0.5)) = 0.08
|
||||||
|
[Toggle] _UseUIMaskClip("启用", Float) = 0
|
||||||
|
_ClipRect("裁切矩形 (由 Mask / RectMask2D 控制)", Vector) = (-1, -1, 1, 1)
|
||||||
|
[Toggle] _UseVertexMask("启用", Float) = 0
|
||||||
|
_VertexOffset ("方向与范围", Vector) = (0,0,1,1)
|
||||||
|
// 程序专用:顶点 Mask 的翻转,由程序设置
|
||||||
|
[HideInInspector] _VertexFlipX ("程序专用", Float) = 1
|
||||||
|
// required for UI.Mask —— 这几个由 Unity 的 Mask / RectMask2D 在运行时写入,不需要美术看到
|
||||||
|
[HideInInspector] _StencilComp("Stencil Comparison", Float) = 8
|
||||||
|
[HideInInspector] _Stencil("Stencil ID", Float) = 0
|
||||||
|
[HideInInspector] _StencilOp("Stencil Operation", Float) = 0
|
||||||
|
[HideInInspector] _StencilWriteMask("Stencil Write Mask", Float) = 255
|
||||||
|
[HideInInspector] _StencilReadMask("Stencil Read Mask", Float) = 255
|
||||||
|
[HideInInspector] _ColorMask("Color Mask", Float) = 15
|
||||||
|
}
|
||||||
|
|
||||||
|
CustomEditor "UIMaskShaderGUI"
|
||||||
|
|
||||||
|
Category {
|
||||||
|
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
|
||||||
|
Blend [_SrcBlend][_DstBlend]
|
||||||
|
Cull [_Cull] Lighting Off ZWrite [_ZWrite]
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
Stencil
|
||||||
|
{
|
||||||
|
Ref[_Stencil]
|
||||||
|
Comp[_StencilComp]
|
||||||
|
Pass[_StencilOp]
|
||||||
|
ReadMask[_StencilReadMask]
|
||||||
|
WriteMask[_StencilWriteMask]
|
||||||
|
}
|
||||||
|
ColorMask[_ColorMask]
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
|
#pragma target 2.0
|
||||||
|
|
||||||
|
// 全部使用 shader_feature(按材质用到的组合裁剪),不要改成 multi_compile
|
||||||
|
#pragma shader_feature _USEMASK_ON
|
||||||
|
#pragma shader_feature _USEMASKUVANI_ON
|
||||||
|
#pragma shader_feature _USEUVANI_ON
|
||||||
|
#pragma shader_feature _USEUVDISTORTION_ON
|
||||||
|
#pragma shader_feature _USEDISSOLVE_ON
|
||||||
|
#pragma shader_feature _USEUIMASKCLIP_ON
|
||||||
|
#pragma shader_feature _USEVERTEXMASK_ON
|
||||||
|
|
||||||
|
// 不声明 multi_compile_fog:UNITY_FOG_* 宏在无雾关键字时展开为空,
|
||||||
|
// 原来的"_UseReceiveFog"开关勾了也不会有任何效果,故已移除。
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
#include "UnityUI.cginc"
|
||||||
|
|
||||||
|
sampler2D _MainTex;
|
||||||
|
fixed4 _TintColor;
|
||||||
|
// 软粒子:拿相机深度图和粒子自身深度比较,贴近其它几何体时淡出(距离=0 时完全不生效)
|
||||||
|
UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
|
||||||
|
float _SoftParticleFade;
|
||||||
|
|
||||||
|
#if _USEMASK_ON
|
||||||
|
sampler2D _Mask;
|
||||||
|
fixed4 _Mask_ST;
|
||||||
|
float _MaskChannel;
|
||||||
|
#if _USEMASKUVANI_ON
|
||||||
|
float _MaskSpeedU;
|
||||||
|
float _MaskSpeedV;
|
||||||
|
#endif
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if _USEUVANI_ON
|
||||||
|
float _SpeedU;
|
||||||
|
float _SpeedV;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if _USEUVDISTORTION_ON
|
||||||
|
sampler2D _UVNoiseTex;
|
||||||
|
fixed4 _UVNoiseTex_ST;
|
||||||
|
fixed _Distortion;
|
||||||
|
fixed4 _NoiseScroll;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if _USEDISSOLVE_ON
|
||||||
|
sampler2D _DissolveTex;
|
||||||
|
fixed4 _DissolveTex_ST;
|
||||||
|
float _DissolveChannel;
|
||||||
|
fixed _Dissolve;
|
||||||
|
fixed _DissolveWidth;
|
||||||
|
float _DissolveCustomChannel;
|
||||||
|
fixed4 _DissolveEdgeColor;
|
||||||
|
fixed _DissolveEdgeSharpness;
|
||||||
|
fixed4 _DissolveHighlightColor;
|
||||||
|
fixed _DissolveHighlightWidth;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// 通道选择:0=R 1=G 2=B 3=A。用点乘取通道,避免动态分量索引(SM2.0 不支持)
|
||||||
|
inline float UIMaskSampleChannel(sampler2D tex, float2 uv, float channel)
|
||||||
|
{
|
||||||
|
float4 c = tex2D(tex, uv);
|
||||||
|
float4 w = 1.0 - saturate(abs(channel - float4(0.0, 1.0, 2.0, 3.0)));
|
||||||
|
return dot(c, w);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 通用模块:按通道号取粒子自定义数据(供"自定义数据通道"下拉框使用)
|
||||||
|
// channel: 0 = null(返回 0),1~4 = Custom1.xyzw,5~8 = Custom2.xyzw
|
||||||
|
inline float CustomDataChannelValue(float4 custom1, float4 custom2, float channel)
|
||||||
|
{
|
||||||
|
float4 w1 = 1.0 - saturate(abs(channel - float4(1.0, 2.0, 3.0, 4.0)));
|
||||||
|
float4 w2 = 1.0 - saturate(abs(channel - float4(5.0, 6.0, 7.0, 8.0)));
|
||||||
|
return dot(custom1, w1) + dot(custom2, w2);
|
||||||
|
}
|
||||||
|
|
||||||
|
#if _USEUIMASKCLIP_ON
|
||||||
|
fixed4 _ClipRect;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if _USEVERTEXMASK_ON
|
||||||
|
fixed4 _VertexOffset;
|
||||||
|
fixed _VertexFlipX;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
struct appdata_t {
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
// 顶点流约定(渲染器 → 自定义顶点流,按此顺序):UV, Custom1.xyzw, Custom2.xyzw
|
||||||
|
float4 texcoord : TEXCOORD0; // UV.xy + Custom1.xy
|
||||||
|
float4 texcoord1 : TEXCOORD1; // Custom1.zw + Custom2.xy
|
||||||
|
float4 texcoord2 : TEXCOORD2; // Custom2.zw
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f {
|
||||||
|
float4 vertex : SV_POSITION;
|
||||||
|
fixed4 color : COLOR;
|
||||||
|
fixed4 texcoord : TEXCOORD0;
|
||||||
|
|
||||||
|
float4 customData : TEXCOORD1; // Custom1.xyzw
|
||||||
|
float4 customData2 : TEXCOORD6; // Custom2.xyzw
|
||||||
|
|
||||||
|
#if _USEMASK_ON || _USEUVDISTORTION_ON
|
||||||
|
// xy = 遮罩 UV,zw = 噪声 UV(合占一个插值器,给软粒子腾位置)
|
||||||
|
fixed4 uvPack : TEXCOORD2;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if _USEDISSOLVE_ON
|
||||||
|
fixed2 texcoordDissolve: TEXCOORD4;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if _USEUIMASKCLIP_ON
|
||||||
|
fixed2 worldPosition : TEXCOORD5;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// 软粒子:xy/w = 屏幕 UV,w = 视空间深度
|
||||||
|
float4 screenPos : TEXCOORD3;
|
||||||
|
|
||||||
|
#if _USEVERTEXMASK_ON
|
||||||
|
fixed2 vertex2 : TEXCOORD7;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
|
};
|
||||||
|
|
||||||
|
fixed4 _MainTex_ST;
|
||||||
|
fixed _GlowScale;
|
||||||
|
fixed _AlphaScale;
|
||||||
|
|
||||||
|
v2f vert (appdata_t v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
UNITY_SETUP_INSTANCE_ID(v);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||||
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||||
|
o.color = v.color * _TintColor;
|
||||||
|
o.texcoord.xy = TRANSFORM_TEX(v.texcoord,_MainTex);
|
||||||
|
o.texcoord.zw = v.texcoord.zw;
|
||||||
|
o.screenPos = ComputeScreenPos(o.vertex);
|
||||||
|
|
||||||
|
// 把打包在各 texcoord 里的粒子自定义数据还原成 Custom1.xyzw / Custom2.xyzw
|
||||||
|
o.customData = float4(v.texcoord.z, v.texcoord.w, v.texcoord1.x, v.texcoord1.y);
|
||||||
|
o.customData2 = float4(v.texcoord1.z, v.texcoord1.w, v.texcoord2.x, v.texcoord2.y);
|
||||||
|
|
||||||
|
#if _USEMASK_ON
|
||||||
|
o.uvPack.xy = TRANSFORM_TEX(v.texcoord,_Mask);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if _USEUVDISTORTION_ON
|
||||||
|
o.uvPack.zw = TRANSFORM_TEX(v.texcoord,_UVNoiseTex);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if _USEDISSOLVE_ON
|
||||||
|
o.texcoordDissolve = TRANSFORM_TEX(v.texcoord,_DissolveTex);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if _USEUIMASKCLIP_ON
|
||||||
|
o.worldPosition = mul(unity_ObjectToWorld, v.vertex).xy;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if _USEVERTEXMASK_ON
|
||||||
|
o.vertex2 = v.vertex.xy;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : SV_Target
|
||||||
|
{
|
||||||
|
#if _USEUVANI_ON
|
||||||
|
// 用 _Time.y(float)而不是 _Time.g(fixed):运行久了 fixed 精度不足会出现像素块/卡顿
|
||||||
|
i.texcoord.xy += _Time.y * float2(_SpeedU, _SpeedV);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if _USEUVDISTORTION_ON
|
||||||
|
float2 noiseScrollXY = _NoiseScroll.xy;
|
||||||
|
i.uvPack.zw += fixed2(_Time.g * noiseScrollXY);
|
||||||
|
i.texcoord.xy += tex2D(_UVNoiseTex, i.uvPack.zw).xy*_Distortion*_NoiseScroll.zw;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
fixed4 col = 2.0f * i.color * tex2D(_MainTex, i.texcoord.xy);
|
||||||
|
col.rgb *= _GlowScale;
|
||||||
|
col.a = saturate(col.a) * _AlphaScale;
|
||||||
|
|
||||||
|
#if _USEMASK_ON
|
||||||
|
#if _USEMASKUVANI_ON
|
||||||
|
i.uvPack.xy += _Time.y * float2(_MaskSpeedU, _MaskSpeedV);
|
||||||
|
#endif
|
||||||
|
col.a = saturate(col.a * UIMaskSampleChannel(_Mask, i.uvPack.xy, _MaskChannel));
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if _USEDISSOLVE_ON
|
||||||
|
// 溶解进度 = 滑条 × 选中的自定义数据通道;通道 = null 时完全用滑条(保持原行为)
|
||||||
|
fixed customProgress = CustomDataChannelValue(i.customData, i.customData2, _DissolveCustomChannel);
|
||||||
|
fixed useCustom = step(0.5, _DissolveCustomChannel);
|
||||||
|
fixed dissolveProgress = _Dissolve * lerp(1.0, customProgress, useCustom);
|
||||||
|
fixed DissolveWithParticle =(dissolveProgress*(1+_DissolveWidth)-_DissolveWidth) ;
|
||||||
|
fixed dissolveMap = UIMaskSampleChannel(_DissolveTex, i.texcoordDissolve, _DissolveChannel);
|
||||||
|
fixed dissolveAlpha = saturate(smoothstep( DissolveWithParticle, (DissolveWithParticle+_DissolveWidth), dissolveMap));
|
||||||
|
col.a *= dissolveAlpha;
|
||||||
|
// 溶解边缘色:越靠近溶解边界越亮。已溶解区域 alpha≈0 不可见,所以视觉上就是沿着溶解轮廓的一圈颜色。
|
||||||
|
// 做火焰时把颜色设成 HDR 橙红(用 HDR 拾色器的强度调亮),边缘就会像在燃烧。
|
||||||
|
fixed dissolveEdge = pow(1.0 - dissolveAlpha, _DissolveEdgeSharpness);
|
||||||
|
col.rgb += _DissolveEdgeColor.rgb * dissolveEdge;
|
||||||
|
|
||||||
|
// 细亮圈:只在溶解边界(dissolveAlpha ≈ 0.5)附近加亮,越靠近边界越亮,
|
||||||
|
// 宽度由 _DissolveHighlightWidth 控制;颜色用 HDR 拉高就是"烧得发白"的亮边。
|
||||||
|
fixed highlightBand = saturate(1.0 - abs(dissolveAlpha - 0.5) / max(_DissolveHighlightWidth, 0.0001));
|
||||||
|
col.rgb += _DissolveHighlightColor.rgb * smoothstep(0.0, 1.0, highlightBand);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if _USEUIMASKCLIP_ON
|
||||||
|
col.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if _USEVERTEXMASK_ON
|
||||||
|
col.a *= smoothstep(1, 0, ((i.vertex2.x - _VertexOffset.x) * _VertexOffset.z + (i.vertex2.y - _VertexOffset.y) * _VertexOffset.w) * _VertexFlipX);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// 软粒子:与相机深度图比较,贴近其它几何体(如地面)时按深度差淡出,消除生硬交线。
|
||||||
|
// _SoftParticleFade = 0(默认)时被 step 门控掉,完全不生效,也不产生分支/变体。
|
||||||
|
// 注意:正交相机下 screenPos.w != 视空间深度,此效果不适用。
|
||||||
|
{
|
||||||
|
float2 screenUV = i.screenPos.xy / i.screenPos.w;
|
||||||
|
float sceneEyeZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, screenUV));
|
||||||
|
float partEyeZ = i.screenPos.w;
|
||||||
|
float softFade = saturate((sceneEyeZ - partEyeZ) / max(_SoftParticleFade, 0.0001));
|
||||||
|
col.a *= lerp(1.0, softFade, step(0.0001, _SoftParticleFade));
|
||||||
|
}
|
||||||
|
|
||||||
|
return col;
|
||||||
|
}
|
||||||
|
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
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Reference in new issue
Block a user