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-rw-r--r--Assets/Art/Materials/Character.meta8
-rw-r--r--Assets/Art/Materials/Character/F00_000_00_HairBack_00_HAIR 1.asset97
-rw-r--r--Assets/Art/Materials/Character/F00_000_00_HairBack_00_HAIR 1.asset.meta8
-rw-r--r--Assets/Art/Materials/Character/F00_002_02_Body_00_SKIN 1.asset98
-rw-r--r--Assets/Art/Materials/Character/F00_002_02_Body_00_SKIN 1.asset.meta8
-rw-r--r--Assets/Art/Materials/Character/F00_004_01_Bottoms_01_CLOTH 1.asset97
-rw-r--r--Assets/Art/Materials/Character/F00_004_01_Bottoms_01_CLOTH 1.asset.meta8
-rw-r--r--Assets/Art/Materials/Character/F00_004_01_Bottoms_01_CLOTH 2.asset132
-rw-r--r--Assets/Art/Materials/Character/F00_004_01_Bottoms_01_CLOTH 2.asset.meta8
-rw-r--r--Assets/Art/Materials/Character/F00_004_01_Tops_01_CLOTH 1.asset98
-rw-r--r--Assets/Art/Materials/Character/F00_004_01_Tops_01_CLOTH 1.asset.meta8
-rw-r--r--Assets/Art/Materials/Character/F00_007_01_Shoes_01_CLOTH 1.asset98
-rw-r--r--Assets/Art/Materials/Character/F00_007_01_Shoes_01_CLOTH 1.asset.meta8
-rw-r--r--Assets/Art/Materials/Character/mat_saionji_ghost_body.mat78
-rw-r--r--Assets/Art/Materials/Character/mat_saionji_ghost_body.mat.meta8
-rw-r--r--Assets/Art/Materials/Character/mat_white.mat77
-rw-r--r--Assets/Art/Materials/Character/mat_white.mat.meta8
-rw-r--r--Assets/Art/PostProcessing_setup.asset24
-rw-r--r--Assets/Scenes/Demo/SaionjiShowOff.unity4765
-rw-r--r--Assets/Scripts/AbilitySystem/Actions/ActionEffects.meta8
-rw-r--r--Assets/Scripts/AbilitySystem/Actions/ActionEffects/ActionEffectGhost.cs14
-rw-r--r--Assets/Scripts/AbilitySystem/Actions/ActionEffects/ActionEffectGhost.cs.meta11
-rw-r--r--Assets/Scripts/Effects.meta8
-rw-r--r--Assets/Scripts/Effects/AfterImageEffects.cs186
-rw-r--r--Assets/Scripts/Effects/AfterImageEffects.cs.meta11
-rw-r--r--Assets/Scripts/Effects/IEffectHandler.cs18
-rw-r--r--Assets/Scripts/Effects/IEffectHandler.cs.meta11
-rw-r--r--Assets/Scripts/Effects/ShurikenBakedMeshEmitter.cs124
-rw-r--r--Assets/Scripts/Effects/ShurikenBakedMeshEmitter.cs.meta11
29 files changed, 6024 insertions, 14 deletions
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--- !u!4 &3765215766943000834
diff --git a/Assets/Scripts/AbilitySystem/Actions/ActionEffects.meta b/Assets/Scripts/AbilitySystem/Actions/ActionEffects.meta
new file mode 100644
index 00000000..17a426dd
--- /dev/null
+++ b/Assets/Scripts/AbilitySystem/Actions/ActionEffects.meta
@@ -0,0 +1,8 @@
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+ externalObjects: {}
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diff --git a/Assets/Scripts/AbilitySystem/Actions/ActionEffects/ActionEffectGhost.cs b/Assets/Scripts/AbilitySystem/Actions/ActionEffects/ActionEffectGhost.cs
new file mode 100644
index 00000000..0bff3df3
--- /dev/null
+++ b/Assets/Scripts/AbilitySystem/Actions/ActionEffects/ActionEffectGhost.cs
@@ -0,0 +1,14 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+// 残影特效
+public class ActionEffectGhost : ActionBase
+{
+
+
+ public override void Execute()
+ {
+
+ }
+}
diff --git a/Assets/Scripts/AbilitySystem/Actions/ActionEffects/ActionEffectGhost.cs.meta b/Assets/Scripts/AbilitySystem/Actions/ActionEffects/ActionEffectGhost.cs.meta
new file mode 100644
index 00000000..6a55db7d
--- /dev/null
+++ b/Assets/Scripts/AbilitySystem/Actions/ActionEffects/ActionEffectGhost.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Effects.meta b/Assets/Scripts/Effects.meta
new file mode 100644
index 00000000..45ac8211
--- /dev/null
+++ b/Assets/Scripts/Effects.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts/Effects/AfterImageEffects.cs b/Assets/Scripts/Effects/AfterImageEffects.cs
new file mode 100644
index 00000000..a19be897
--- /dev/null
+++ b/Assets/Scripts/Effects/AfterImageEffects.cs
@@ -0,0 +1,186 @@
+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
diff --git a/Assets/Scripts/Effects/AfterImageEffects.cs.meta b/Assets/Scripts/Effects/AfterImageEffects.cs.meta
new file mode 100644
index 00000000..f2bd3581
--- /dev/null
+++ b/Assets/Scripts/Effects/AfterImageEffects.cs.meta
@@ -0,0 +1,11 @@
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+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Effects/IEffectHandler.cs b/Assets/Scripts/Effects/IEffectHandler.cs
new file mode 100644
index 00000000..bdc4c6a0
--- /dev/null
+++ b/Assets/Scripts/Effects/IEffectHandler.cs
@@ -0,0 +1,18 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class IEffectHandler : MonoBehaviour
+{
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+}
diff --git a/Assets/Scripts/Effects/IEffectHandler.cs.meta b/Assets/Scripts/Effects/IEffectHandler.cs.meta
new file mode 100644
index 00000000..142a3f23
--- /dev/null
+++ b/Assets/Scripts/Effects/IEffectHandler.cs.meta
@@ -0,0 +1,11 @@
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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
diff --git a/Assets/Scripts/Effects/ShurikenBakedMeshEmitter.cs.meta b/Assets/Scripts/Effects/ShurikenBakedMeshEmitter.cs.meta
new file mode 100644
index 00000000..b39edab1
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