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-rw-r--r--Assets/Scripts/Effects/AfterImageEffects.cs344
1 files changed, 172 insertions, 172 deletions
diff --git a/Assets/Scripts/Effects/AfterImageEffects.cs b/Assets/Scripts/Effects/AfterImageEffects.cs
index ba269279..e6dd57e7 100644
--- a/Assets/Scripts/Effects/AfterImageEffects.cs
+++ b/Assets/Scripts/Effects/AfterImageEffects.cs
@@ -1,186 +1,186 @@
- using UnityEngine;
-using System.Collections;
-using System.Collections.Generic;
-/// <summary>
-/// 残影特效
-/// </summary>
-public class AfterImageEffects : MonoBehaviour
-{
+// 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];
+// public Material[] materials = new Material[8];
- //开启残影
- public bool _OpenAfterImage;
+// //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;
+// //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;
+// 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;
- }
+// 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;
+// _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);
+// Mesh mesh = new Mesh();
+// _SkinnedMeshRenderer.BakeMesh(mesh);
- Material material = new Material(_SkinnedMeshRenderer.material);
- // SetMaterialRenderingMode(material, RenderingMode.Fade);
+// 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;
+// _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 (_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);
- }
+// 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;
+// // 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;
- }
+// 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
+//} \ No newline at end of file