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authorchai <chaifix@163.com>2022-03-10 14:07:40 +0800
committerchai <chaifix@163.com>2022-03-10 14:07:40 +0800
commit22891bf59032ba88262824255a706d652031384b (patch)
tree7595439ba9966c9402d37e37cee5e8cf098757d5 /Assets/Scripts/Effects/AfterImageEffects.cs
parent8b04ea73e540067f83870b61d89db4868fea5e8a (diff)
* move folder
Diffstat (limited to 'Assets/Scripts/Effects/AfterImageEffects.cs')
-rw-r--r--Assets/Scripts/Effects/AfterImageEffects.cs186
1 files changed, 0 insertions, 186 deletions
diff --git a/Assets/Scripts/Effects/AfterImageEffects.cs b/Assets/Scripts/Effects/AfterImageEffects.cs
deleted file mode 100644
index e6dd57e7..00000000
--- a/Assets/Scripts/Effects/AfterImageEffects.cs
+++ /dev/null
@@ -1,186 +0,0 @@
-// using UnityEngine;
-//using System.Collections;
-//using System.Collections.Generic;
-///// <summary>
-///// 残影特效
-///// </summary>
-//public class AfterImageEffects : MonoBehaviour
-//{
-
-// public Material[] materials = new Material[8];
-
-// //开启残影
-// public bool _OpenAfterImage;
-
-// //残影颜色
-// public Color _AfterImageColor = Color.black;
-// //残影的生存时间
-// public float _SurvivalTime = 1;
-// //生成残影的间隔时间
-// public float _IntervalTime = 0.2f;
-// private float _Time = 0;
-// //残影初始透明度
-// [Range(0.1f, 1.0f)]
-// public float _InitialAlpha = 1.0f;
-
-// private List<AfterImage> _AfterImageList;
-// private SkinnedMeshRenderer _SkinnedMeshRenderer;
-
-// void Awake()
-// {
-// _AfterImageList = new List<AfterImage>();
-// _SkinnedMeshRenderer = GetComponent<SkinnedMeshRenderer>();
-// }
-// void Update()
-// {
-// if (_OpenAfterImage && _AfterImageList != null)
-// {
-// if (_SkinnedMeshRenderer == null)
-// {
-// _OpenAfterImage = false;
-// return;
-// }
-
-// _Time += Time.deltaTime;
-// //生成残影
-// CreateAfterImage();
-// //刷新残影
-// UpdateAfterImage();
-// }
-// }
-// /// <summary>
-// /// 生成残影
-// /// </summary>
-// void CreateAfterImage()
-// {
-// //生成残影
-// if (_Time >= _IntervalTime)
-// {
-// _Time = 0;
-
-// Mesh mesh = new Mesh();
-// _SkinnedMeshRenderer.BakeMesh(mesh);
-
-// Material material = new Material(_SkinnedMeshRenderer.material);
-// // SetMaterialRenderingMode(material, RenderingMode.Fade);
-
-// _AfterImageList.Add(new AfterImage(
-// mesh,
-// material,
-// transform.localToWorldMatrix,
-// _InitialAlpha,
-// Time.realtimeSinceStartup,
-// _SurvivalTime));
-// }
-// }
-// /// <summary>
-// /// 刷新残影
-// /// </summary>
-// void UpdateAfterImage()
-// {
-// //刷新残影,根据生存时间销毁已过时的残影
-// for (int i = 0; i < _AfterImageList.Count; i++)
-// {
-// float _PassingTime = Time.realtimeSinceStartup - _AfterImageList[i]._StartTime;
-
-// if (_PassingTime > _AfterImageList[i]._Duration)
-// {
-// _AfterImageList.Remove(_AfterImageList[i]);
-// Destroy(_AfterImageList[i]);
-// continue;
-// }
-
-// if (_AfterImageList[i]._Material.HasProperty("_Color"))
-// {
-// _AfterImageList[i]._Alpha *= (1 - _PassingTime / _AfterImageList[i]._Duration);
-// _AfterImageColor.a = _AfterImageList[i]._Alpha;
-// // _AfterImageList[i]._Material.SetColor("_Color", _AfterImageColor);
-// }
-
-// // 绘制submesh
-// for(int j = 0; j < _AfterImageList[i]._Mesh.subMeshCount; ++j)
-// {
-// if (j >= 4) continue;
-// Graphics.DrawMesh(_AfterImageList[i]._Mesh, _AfterImageList[i]._Matrix, /*_AfterImageList[i]._Material*/materials[j], gameObject.layer, null, j);
-// }
-// }
-// }
-// /// <summary>
-// /// 设置纹理渲染模式
-// /// </summary>
-// void SetMaterialRenderingMode(Material material, RenderingMode renderingMode)
-// {
-// switch (renderingMode)
-// {
-// case RenderingMode.Opaque:
-// material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
-// material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
-// material.SetInt("_ZWrite", 1);
-// material.DisableKeyword("_ALPHATEST_ON");
-// material.DisableKeyword("_ALPHABLEND_ON");
-// material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
-// material.renderQueue = -1;
-// break;
-// case RenderingMode.Cutout:
-// material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
-// material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
-// material.SetInt("_ZWrite", 1);
-// material.EnableKeyword("_ALPHATEST_ON");
-// material.DisableKeyword("_ALPHABLEND_ON");
-// material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
-// material.renderQueue = 2450;
-// break;
-// case RenderingMode.Fade:
-// material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
-// material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
-// material.SetInt("_ZWrite", 0);
-// material.DisableKeyword("_ALPHATEST_ON");
-// material.EnableKeyword("_ALPHABLEND_ON");
-// material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
-// material.renderQueue = 3000;
-// break;
-// case RenderingMode.Transparent:
-// material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
-// material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
-// material.SetInt("_ZWrite", 0);
-// material.DisableKeyword("_ALPHATEST_ON");
-// material.DisableKeyword("_ALPHABLEND_ON");
-// material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
-// material.renderQueue = 3000;
-// break;
-// }
-// }
-//}
-//public enum RenderingMode
-//{
-// Opaque,
-// Cutout,
-// Fade,
-// Transparent,
-//}
-//class AfterImage : Object
-//{
-// //残影网格
-// public Mesh _Mesh;
-// //残影纹理
-// public Material _Material;
-// //残影位置
-// public Matrix4x4 _Matrix;
-// //残影透明度
-// public float _Alpha;
-// //残影启动时间
-// public float _StartTime;
-// //残影保留时间
-// public float _Duration;
-
-// public AfterImage(Mesh mesh, Material material, Matrix4x4 matrix4x4, float alpha, float startTime, float duration)
-// {
-// _Mesh = mesh;
-// _Material = material;
-// _Matrix = matrix4x4;
-// _Alpha = alpha;
-// _StartTime = startTime;
-// _Duration = duration;
-// }
-
-//} \ No newline at end of file