七、游戏表现:1、边缘发光1

2021-02-19  本文已影响0人  GameObjectLgy

参考:https://blog.csdn.net/linxinfa/article/details/95340319
游戏中经常需要制作角色受击打的身体边缘光效果,本文使用的方法是,给Renderer叠加一个制作好的边缘光材质球,并通过脚本动态控制边缘光的渐变效果,表现出受击后的边缘光效果。
在参考的基础上对调用脚本做了一定改动。

// HittedMatEffect.cs
using UnityEngine;
using System.Collections;

public class HittedMatEffect : MonoBehaviour
{
    bool mbActive = false;
    bool mbInit = false;
    Material mMat = null;
    public float mLife;
    private static int s_InnerColor = -1;
    private static int s_AllPower = -1;
    private static int s_AlphaPower = -1;

    private SkinnedMeshRenderer render;

    void Awake()
    {
        s_InnerColor = Shader.PropertyToID("_InnerColor");
        s_AllPower = Shader.PropertyToID("_AllPower");
        s_AlphaPower = Shader.PropertyToID("_AlphaPower");
        render = transform.GetComponent<SkinnedMeshRenderer>();
        if (render == null)
        {
            //Debug.Log("render == null");
        }
    }

    // Use this for initialization
    /// <summary>
    /// 设置材质颜色
    /// </summary>
    /// <param name="color"></param>
    public void SetColor(Color color)
    {
        mMat.SetColor(s_InnerColor, color);

    }

    public void SetLifeTime(float time)
    {
        mLife = time;
    }

    public void Active()
    {
        if (!mbInit)
        {
            AddEffect();
        }
        mMat.SetFloat(s_AllPower, 1f);    
        mbActive = true;
        //mLife = 0.2f;
    }

    public void DieActive(float dieTime)
    {
        //Debug.Log("DieActive");
        StartCoroutine(DieFlash(dieTime));
    }

    void Update()
    {
        if (!mbActive)
            return;
        mLife -= Time.deltaTime;
        if (mLife < 0)
        {
            //Debug.Log("变化结束");
            mbActive = false;
            mMat.SetFloat(s_AllPower, 0);
        }
        float v = Mathf.Sin((1 - mLife) * 8 * Mathf.PI) + 2;
        mMat.SetFloat(s_AlphaPower, v);
    }

    void AddEffect()
    {
        Object mat = Resources.Load("Material/HittedMatEffect");
        mMat = GameObject.Instantiate(mat) as Material;
        foreach (var curMeshRender in transform.GetComponentsInChildren<Renderer>())
        {
            Material[] newMaterialArray = new Material[curMeshRender.materials.Length + 1];
            for (int i = 0; i < curMeshRender.materials.Length; i++)
            {
                if (curMeshRender.materials[i].name.Contains("HittedMatEffect"))
                {
                    return;
                }
                else
                {
                    newMaterialArray[i] = curMeshRender.materials[i];
                }
            }
            if (null != mMat)
                newMaterialArray[curMeshRender.materials.Length] = mMat;
            curMeshRender.materials = newMaterialArray;
        }
        mbInit = true;
    }

    void RemoveEffect()
    {
        foreach (var curMeshRender in transform.GetComponentsInChildren<Renderer>())
        {
            int newMaterialArrayCount = 0;
            for (int i = 0; i < curMeshRender.materials.Length; i++)
            {
                if (curMeshRender.materials[i].name.Contains("HittedMatEffect"))
                {
                    newMaterialArrayCount++;
                }
            }

            if (newMaterialArrayCount > 0)
            {
                Material[] newMaterialArray = new Material[newMaterialArrayCount];
                int curMaterialIndex = 0;
                for (int i = 0; i < curMeshRender.materials.Length; i++)
                {
                    if (curMaterialIndex >= newMaterialArrayCount)
                    {
                        break;
                    }
                    if (!curMeshRender.materials[i].name.Contains("HittedMatEffect"))
                    {
                        newMaterialArray[curMaterialIndex] = curMeshRender.materials[i];
                        curMaterialIndex++;
                    }
                }
                curMeshRender.materials = newMaterialArray;
            }

        }
    }

    bool isDisplay = false;
    float tempTime = 0;
    //死亡闪烁效果
    private IEnumerator DieFlash(float time)
    {
        if (render != null)
        {
            tempTime = time;
            do
            {
                render.enabled = isDisplay;
                render.material.color = Color.white;
                yield return new WaitForSeconds(Constants.DieBlingSpeed * Time.deltaTime);
                isDisplay = !isDisplay;
                tempTime -= Constants.DieBlingSpeed * Time.deltaTime;
            } while (tempTime > 0);
        }
    }
}

完整文件见https://github.com/linguoyuan/GameDisplay_Flash

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