diff options
author | chai <chaifix@163.com> | 2020-10-21 22:51:18 +0800 |
---|---|---|
committer | chai <chaifix@163.com> | 2020-10-21 22:51:18 +0800 |
commit | df84ee7e568fa500fec7b1865b966345b814e68f (patch) | |
tree | d1f6323abcd920cdafe773d83cd70586813312b2 /Assets/Scripts/Effects/ShurikenBakedMeshEmitter.cs | |
parent | 348306caec8f3c1aebee14523f7ae7d9b2c452b3 (diff) |
+ 残影特效
Diffstat (limited to 'Assets/Scripts/Effects/ShurikenBakedMeshEmitter.cs')
-rw-r--r-- | Assets/Scripts/Effects/ShurikenBakedMeshEmitter.cs | 124 |
1 files changed, 124 insertions, 0 deletions
diff --git a/Assets/Scripts/Effects/ShurikenBakedMeshEmitter.cs b/Assets/Scripts/Effects/ShurikenBakedMeshEmitter.cs new file mode 100644 index 00000000..65a36d9d --- /dev/null +++ b/Assets/Scripts/Effects/ShurikenBakedMeshEmitter.cs @@ -0,0 +1,124 @@ +using UnityEngine;
+using System.Collections;
+
+public class ShurikenBakedMeshEmitter : MonoBehaviour
+{
+ [Tooltip("パーティクルで使用したいメッシュ")]
+ public SkinnedMeshRenderer skin;
+ //使用するメッシュの現在の形を保存
+ Mesh baked;
+ //再生に使用するパーティクルシステム
+ ParticleSystem particle;
+ ParticleSystemRenderer render;
+ [Tooltip("パーティクルの再生/停止")]
+ public bool emit;
+ [Tooltip("パーティクルを放出する間隔(秒)")]
+ public float coolDown = 0.5f;
+ //現在の待機時間
+ float interval = 0;
+
+ // Use this for initialization
+ void Start()
+ {
+ //元となるメッシュが指定されていなければ本スクリプトを停止
+ if (!skin)
+ this.enabled = false;
+ //使用するパーティクルシステムへのアクセス
+ particle = GetComponent<ParticleSystem>();
+ render = GetComponent<ParticleSystemRenderer>();
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ //emitが[true]なら...
+ if (emit)
+ {
+ //待機時間の計算
+ interval -= Time.deltaTime;
+ //必要分の待機時間が経過したなら...
+ if (interval < 0)
+ {
+ //シーンに新たなGameObjectを再生(本GameObjectのコピー)
+ GameObject newEmitter = Instantiate(gameObject, transform.position, transform.rotation) as GameObject;
+ //再生したGameObjectにEmitMesh()を指示
+ newEmitter.GetComponent<ShurikenBakedMeshEmitter>().EmitMesh();
+ //待機時間のリセット
+ interval = coolDown;
+ }
+ //emitが[false]なら...
+ }
+ else
+ {
+ //待機時間のリセット
+ interval = coolDown;
+ }
+ }
+
+ //外部からのアクセスでパーティクルの再生をさせる
+ public void EmitMesh()
+ {
+ //Update ()させない為に[false]
+ emit = false;
+ //メッシュの型をリセット
+ baked = new Mesh();
+ //使用するメッシュの現在の形を保存
+ skin.BakeMesh(baked);
+
+ //自身のパーティクルシステムへのアクセス
+ particle = GetComponent<ParticleSystem>();
+ render = GetComponent<ParticleSystemRenderer>();
+
+ Mesh mainMesh = baked;
+ Mesh meshToCopy = new Mesh();
+ meshToCopy.vertices = mainMesh.vertices;
+ meshToCopy.triangles = mainMesh.triangles;
+ meshToCopy.normals = mainMesh.normals;
+ meshToCopy.uv = mainMesh.uv;
+ int amount = 8;
+ Matrix4x4[] matrix = new Matrix4x4[amount];
+ for (int i = 0; i < amount; i++)
+ {
+ matrix[i].SetTRS(new Vector3(i * 10, 0, 0), Quaternion.Euler(new Vector3(Random.Range(-5, 5), Random.Range(0, 360), Random.Range(-5, 5))), Vector3.one);
+ }
+
+ CombineInstance[] ci = new CombineInstance[amount];
+ for (int i = 0; i < amount; i++)
+ {
+ ci[i] = new CombineInstance();
+ ci[i].mesh = meshToCopy;
+ ci[i].transform = matrix[i];
+ }
+
+ Mesh batchedMesh = gameObject.AddComponent<MeshFilter>().mesh = new Mesh();
+ batchedMesh.CombineMeshes(ci);
+
+ int[] mainSubTri;
+ int[] newSubTri;
+ batchedMesh.subMeshCount = mainMesh.subMeshCount;
+
+ for (int i = 0; i < mainMesh.subMeshCount; i++)
+ {
+ mainSubTri = mainMesh.GetTriangles(i);
+
+ newSubTri = new int[mainSubTri.Length * amount];
+
+ for (int ii = 0; ii < amount; ii++)
+ {
+ for (int iii = 0; iii < mainSubTri.Length; iii++)
+ {
+ newSubTri[(ii * mainSubTri.Length) + iii] = mainSubTri[iii] + (ii * mainMesh.vertexCount);
+ }
+ }
+ batchedMesh.SetTriangles(newSubTri, i);
+ }
+
+
+ //パーティクルシステムで使用するメッシュを指定
+ render.mesh = meshToCopy;
+ //パーティクルの再生
+ particle.Play();
+ //本GameObjectの破棄の指示
+ Destroy(gameObject, particle.duration);
+ }
+}
\ No newline at end of file |