Added trail asset
This commit is contained in:
parent
59a11ad8b2
commit
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@ -0,0 +1,72 @@
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File diff suppressed because one or more lines are too long
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@ -100,7 +100,7 @@ public class GameManager : MonoBehaviour
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return;
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TextShow.ShowTimer(3, "ÑÒÀÐÒ!", 0, null, ()=> ChangeState(GameState.Started));
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@ -0,0 +1,367 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Move_control : MonoBehaviour
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{
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public Animator animator;
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private CharacterController controller;
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void Start()
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{
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this.controller = GetComponent<CharacterController>();
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void Update()
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{
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//this.transform.TransformDirection(this.moveDirection.normalized);
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//this.moveDirection = transform.TransformDirection(this.moveDirection);
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
|
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public class Trail_control : MonoBehaviour
|
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{
|
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//The speed at which the tail disappears------------尾巴消失的速度
|
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private float disappear_speed;
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//SkinnedMeshRenderer passed in from outside---------外部传进来的SkinnedMeshRenderer
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public SkinnedMeshRenderer skinned_mesh_renderer;
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//Baked mesh result-----烘焙出的mesh结果
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private Mesh baked_mesh_result;
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//material
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private Material material;
|
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|
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//alpha
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private float alpha;
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public void init(float disappear_speed, SkinnedMeshRenderer skinned_mesh_renderer,float alpha)
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{
|
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this.disappear_speed = disappear_speed;
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this.skinned_mesh_renderer = skinned_mesh_renderer;
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this.alpha = alpha;
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if (this.baked_mesh_result == null)
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{
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void Update()
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{
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this.alpha = Mathf.Lerp(this.alpha,0,this.disappear_speed*Time.deltaTime);
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if (this.alpha < 0.01f)
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Trail_manager : MonoBehaviour
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{
|
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[Header("target SkinnedMeshRenderer")]
|
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public GameObject game_obj_target;
|
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//The position of the previous target----------之前目标物体的位置
|
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private Vector3 v3_position_game_obj_target_before;
|
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|
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[Header("how many trails-------定义多少个尾巴")]
|
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public int trail_count;
|
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|
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[Header("The initial transparency of the tail------尾巴的初始透明度")]
|
||||
[Range(0f, 1f)]
|
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public float trail_alpha;
|
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|
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[Header("The time between each tail, in seconds---------每个尾巴间隔的时间,单位秒")]
|
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public float trail_interval_time;
|
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|
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[Header("The speed at which each tail disappears------每个尾巴消失的速度")]
|
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public float trail_disappear_speed;
|
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|
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[Header("Trail Color")]
|
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[ColorUsageAttribute(true, true, 0f, 8f, 0.125f, 3f)]
|
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public Color color_trail;
|
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|
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// Start is called before the first frame update
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void Start()
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{
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if (this.trail_count > 0 && this.game_obj_target != null && this.game_obj_target.activeInHierarchy == true)
|
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{
|
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//Generate trail objects--------生成trail物体
|
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for (int i = 0; i < this.trail_count; i++)
|
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{
|
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GameObject trail = new GameObject("trail" + i);
|
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trail.transform.SetParent(this.transform);
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trail.AddComponent<MeshFilter>();
|
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trail.AddComponent<MeshRenderer>();
|
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trail.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; //no shadow
|
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|
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Material mat = new Material(Shader.Find("EasyGameStudio/trail"));
|
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mat.SetTexture("main_texture", this.game_obj_target.GetComponent<SkinnedMeshRenderer>().material.mainTexture);
|
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mat.SetColor("color_fresnel_emission", this.color_trail);
|
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trail.GetComponent<MeshRenderer>().material = mat;
|
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Trail_control trail_control = trail.AddComponent<Trail_control>();
|
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|
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trail.SetActive(false);
|
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}
|
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|
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StartCoroutine(this.trail_start());
|
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}
|
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|
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}
|
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|
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//The coroutine starts to make the tail----------协程开始制作尾巴
|
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IEnumerator trail_start()
|
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{
|
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while (true)
|
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{
|
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for (int i = 0; i < this.trail_count; i++)
|
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{
|
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|
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//If the position does not change, the tail will not be set--------位置没有变的话 就不设置尾巴
|
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if (this.v3_position_game_obj_target_before != this.game_obj_target.transform.position)
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|
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|
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|
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if (trail.activeSelf == false)
|
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trail.SetActive(true);
|
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trail.GetComponent<Trail_control>().init(this.trail_disappear_speed, this.game_obj_target.GetComponent<SkinnedMeshRenderer>(), this.trail_alpha);
|
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}
|
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this.v3_position_game_obj_target_before = this.game_obj_target.transform.position;
|
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|
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yield return new WaitForSeconds(this.trail_interval_time);
|
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}
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Loading…
Reference in New Issue