Added trail asset

This commit is contained in:
r.nikolin 2023-10-17 15:49:10 +03:00
parent 59a11ad8b2
commit 70532038ea
84 changed files with 22998 additions and 192 deletions

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@ -0,0 +1,72 @@
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@ -100,7 +100,7 @@ public class GameManager : MonoBehaviour
return; return;
_startedOnce = true; _startedOnce = true;
TextShow.ShowTimer(3, "ÑÒÀÐÒ!", 0, null, ()=> ChangeState(GameState.Started)); TextShow.ShowTimer(3, "ÑÒÀÐÒ!", 1, null, ()=> ChangeState(GameState.Started));
} }
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Move_control : MonoBehaviour
{
public Animator animator;
public Rigidbody rigid_body;
public float speed = 8.0F;
private Vector3 moveDirection = Vector3.zero;
private CharacterController controller;
void Start()
{
this.controller = GetComponent<CharacterController>();
}
void Update()
{
float offset_vertical = Input.GetAxis("Vertical");
float offset_horizontal = Input.GetAxis("Horizontal");
if (offset_vertical == 0 && offset_horizontal == 0)
{
this.animator.SetBool("is_run", false);
this.animator.SetBool("is_idle", true);
}
else
{
this.animator.SetBool("is_run", true);
this.animator.SetBool("is_idle", false);
this.moveDirection = new Vector3(-Input.GetAxis("Horizontal"), 0, -Input.GetAxis("Vertical"));
//this.transform.TransformDirection(this.moveDirection.normalized);
//this.moveDirection = transform.TransformDirection(this.moveDirection);
this.moveDirection *= this.speed;
//this.moveDirection.y -= gravity * Time.deltaTime;
this.transform.position += this.moveDirection;
transform.rotation = Quaternion.LookRotation(this.moveDirection);
}
if (Input.GetKeyDown(KeyCode.Space))
{
this.animator.SetBool("is_jump", true);
this.rigid_body.AddForce(Vector3.up*220);
}
if (Input.GetKeyUp(KeyCode.Space))
{
this.animator.SetBool("is_jump", false);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Trail_control : MonoBehaviour
{
//The speed at which the tail disappears------------尾巴消失的速度
private float disappear_speed;
//SkinnedMeshRenderer passed in from outside---------外部传进来的SkinnedMeshRenderer
public SkinnedMeshRenderer skinned_mesh_renderer;
//Baked mesh result-----烘焙出的mesh结果
private Mesh baked_mesh_result;
//material
private Material material;
//alpha
private float alpha;
public void init(float disappear_speed, SkinnedMeshRenderer skinned_mesh_renderer,float alpha)
{
this.disappear_speed = disappear_speed;
this.skinned_mesh_renderer = skinned_mesh_renderer;
this.alpha = alpha;
if (this.baked_mesh_result == null)
{
this.baked_mesh_result = new Mesh();
}
//Render mesh---------渲染mesh
this.skinned_mesh_renderer.BakeMesh(this.baked_mesh_result);
this.GetComponent<MeshFilter>().mesh = this.baked_mesh_result;
//Set the material of this object-------------设置这个物体的材质
this.material = this.GetComponent<MeshRenderer>().material;
}
// Update is called once per frame
void Update()
{
if (this.material != null)
{
this.alpha = Mathf.Lerp(this.alpha,0,this.disappear_speed*Time.deltaTime);
this.material.SetFloat("alpha", this.alpha);
if (this.alpha < 0.01f)
{
this.gameObject.SetActive(false);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Trail_manager : MonoBehaviour
{
[Header("target SkinnedMeshRenderer")]
public GameObject game_obj_target;
//The position of the previous target----------之前目标物体的位置
private Vector3 v3_position_game_obj_target_before;
[Header("how many trails-------定义多少个尾巴")]
public int trail_count;
[Header("The initial transparency of the tail------尾巴的初始透明度")]
[Range(0f, 1f)]
public float trail_alpha;
[Header("The time between each tail, in seconds---------每个尾巴间隔的时间,单位秒")]
public float trail_interval_time;
[Header("The speed at which each tail disappears------每个尾巴消失的速度")]
public float trail_disappear_speed;
[Header("Trail Color")]
[ColorUsageAttribute(true, true, 0f, 8f, 0.125f, 3f)]
public Color color_trail;
// Start is called before the first frame update
void Start()
{
if (this.trail_count > 0 && this.game_obj_target != null && this.game_obj_target.activeInHierarchy == true)
{
//Generate trail objects--------生成trail物体
for (int i = 0; i < this.trail_count; i++)
{
GameObject trail = new GameObject("trail" + i);
trail.transform.SetParent(this.transform);
trail.AddComponent<MeshFilter>();
trail.AddComponent<MeshRenderer>();
trail.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; //no shadow
Material mat = new Material(Shader.Find("EasyGameStudio/trail"));
mat.SetTexture("main_texture", this.game_obj_target.GetComponent<SkinnedMeshRenderer>().material.mainTexture);
mat.SetColor("color_fresnel_emission", this.color_trail);
trail.GetComponent<MeshRenderer>().material = mat;
Trail_control trail_control = trail.AddComponent<Trail_control>();
trail.SetActive(false);
}
StartCoroutine(this.trail_start());
}
}
//The coroutine starts to make the tail----------协程开始制作尾巴
IEnumerator trail_start()
{
while (true)
{
for (int i = 0; i < this.trail_count; i++)
{
//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
if (this.v3_position_game_obj_target_before != this.game_obj_target.transform.position)
{
GameObject trail = this.transform.GetChild(i).gameObject;
trail.transform.position = this.game_obj_target.transform.position;
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