diff options
Diffstat (limited to 'Assets/Scripts')
-rw-r--r-- | Assets/Scripts/Avatar/Abilities/AttackAbility.cs | 2 | ||||
-rw-r--r-- | Assets/Scripts/Effects/AfterImage.meta (renamed from Assets/Scripts/Avatar/Actions/ActionEffects.meta) | 2 | ||||
-rw-r--r-- | Assets/Scripts/Effects/AfterImage/AfterImage.cs | 79 | ||||
-rw-r--r-- | Assets/Scripts/Effects/AfterImage/AfterImage.cs.meta | 11 | ||||
-rw-r--r-- | Assets/Scripts/Effects/AfterImage/AfterImagePool.cs | 50 | ||||
-rw-r--r-- | Assets/Scripts/Effects/AfterImage/AfterImagePool.cs.meta | 11 | ||||
-rw-r--r-- | Assets/Scripts/Effects/AfterImageEffects.cs | 344 | ||||
-rw-r--r-- | Assets/Scripts/Physics/PhysicsBody.cs | 3 | ||||
-rw-r--r-- | Assets/Scripts/Props.meta | 8 |
9 files changed, 327 insertions, 183 deletions
diff --git a/Assets/Scripts/Avatar/Abilities/AttackAbility.cs b/Assets/Scripts/Avatar/Abilities/AttackAbility.cs index c6e4d21e..57e9541b 100644 --- a/Assets/Scripts/Avatar/Abilities/AttackAbility.cs +++ b/Assets/Scripts/Avatar/Abilities/AttackAbility.cs @@ -105,7 +105,7 @@ public class AttackAbility : AbilityBase hitInfo.AddRecord(avatar);
Debug.Log("hit " + avatar.Name);
PhysicsBody body = avatar.Body;
- body.SetLocalForce(new Vector3(1000, 5000, 0));
+ body.SetLocalForce(new Vector3(-1000, 5000, 0));
if(avatar is ArmorSoldierScript)
{
ArmorSoldierScript solider = avatar as ArmorSoldierScript;
diff --git a/Assets/Scripts/Avatar/Actions/ActionEffects.meta b/Assets/Scripts/Effects/AfterImage.meta index 17a426dd..4d4c324a 100644 --- a/Assets/Scripts/Avatar/Actions/ActionEffects.meta +++ b/Assets/Scripts/Effects/AfterImage.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 0b5ccfefc2e6b104a8566f4da9a16c5f +guid: d16ac0401b1e91a4fa81ceec42b004d8 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Assets/Scripts/Effects/AfterImage/AfterImage.cs b/Assets/Scripts/Effects/AfterImage/AfterImage.cs new file mode 100644 index 00000000..1e1d0393 --- /dev/null +++ b/Assets/Scripts/Effects/AfterImage/AfterImage.cs @@ -0,0 +1,79 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class AfterImage : MonoBehaviour +{ + public Animator myAnimator; + //public CharacterControl myCharacterControl; + public Renderer myRenderer; + + public Animator targetAnimator; + public GameObject targetObject; + + public float time; + public float intensity; + public float pow; + public float timeMax = 45; + + public bool active; + + // Use this for initialization + void Start() + { + //targetObject = + } + + // Update is called once per frame + void Update() + { + if (time > 0) + { + time--; + active = true; + intensity = (time / timeMax) * 10 * pow; + UpdateRenderer(); + } + else + { + active = false; + intensity = 0; + } + } + + void UpdateRenderer() + { + myRenderer.material.SetFloat("_Intensity", intensity); + myRenderer.material.SetFloat("_MKGlowPower", intensity); + } + + public void Activate() + { + active = true; + transform.position = targetObject.transform.position; + transform.localScale = targetObject.transform.lossyScale; + transform.rotation = targetObject.transform.rotation; + + myAnimator.Play(targetAnimator.GetCurrentAnimatorStateInfo(0).shortNameHash, 0, targetAnimator.GetCurrentAnimatorStateInfo(0).normalizedTime); + //myAnimator.Play(myCharacterControl.animator.GetCurrentAnimatorStateInfo(0).normalizedTime); + //myAnimator.no + + //foreach (AnimatorControllerParameter param in targetAnimator.parameters) + //{ + // if (param.type == AnimatorControllerParameterType.Float) + // { + // myAnimator.SetFloat(param.name, targetAnimator.GetFloat(param.name)); + // } + // if (param.type == AnimatorControllerParameterType.Int) + // { + // myAnimator.SetInteger(param.name, targetAnimator.GetInteger(param.name)); + // } + //} + + myAnimator.speed = 0.02f; + myAnimator.Update(1/60f); + time = timeMax + 1; + Update(); + } + +}
\ No newline at end of file diff --git a/Assets/Scripts/Effects/AfterImage/AfterImage.cs.meta b/Assets/Scripts/Effects/AfterImage/AfterImage.cs.meta new file mode 100644 index 00000000..cd1fd19a --- /dev/null +++ b/Assets/Scripts/Effects/AfterImage/AfterImage.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5912e1e5f1e32ea429bf6a9ec2d11a0f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs b/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs new file mode 100644 index 00000000..f9d033fd --- /dev/null +++ b/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class AfterImagePool : MonoBehaviour +{ + + //public CharacterControl myCharacterControl; + public GameObject targetObject; //Set these manually to the character object you're copying + public Animator targetAnimator; //Set these manually to the character object you're copying + public GameObject prefab; //This is the prefab you made in the scene. It's a parent transform with an animator and AfterImage script on it, with Armature and SkinnedMeshRenderer children + public int poolSize = 10; + public List<AfterImage> afterImages; + + public int interval = 10; + + public int time = 0; + + // Use this for initialization + void Start() + { + //myCharacterControl = transform.root.GetComponent<CharacterControl>(); + //Debug.Log("START AFTER IMAGE POOL"); + afterImages = new List<AfterImage>(poolSize); + for (int i = 0; i < poolSize; i++) + { + GameObject nextAfterImage = Instantiate(prefab); + afterImages.Add(nextAfterImage.GetComponent<AfterImage>()); + + nextAfterImage.GetComponent<AfterImage>().targetObject = targetObject; //Game Object Target + nextAfterImage.GetComponent<AfterImage>().targetAnimator = targetAnimator; //Animator Target + } + } + + // Update is called once per frame + void Update() + { + //if (CitadelDeep.hitPause > 0 || CitadelDeep.debugPause) { return; } + time++; + if (time > interval) { time = 0; AddAfterImage(); } + } + + void AddAfterImage() + { + for (int i = 0; i < poolSize; i++) + { + if (!afterImages[i].active) { afterImages[i].Activate(); break; } + } + } +}
\ No newline at end of file diff --git a/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs.meta b/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs.meta new file mode 100644 index 00000000..78d84907 --- /dev/null +++ b/Assets/Scripts/Effects/AfterImage/AfterImagePool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4aaea939b0abb3c4eb78963aedf4b2f3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: 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 diff --git a/Assets/Scripts/Physics/PhysicsBody.cs b/Assets/Scripts/Physics/PhysicsBody.cs index b6be778a..80026962 100644 --- a/Assets/Scripts/Physics/PhysicsBody.cs +++ b/Assets/Scripts/Physics/PhysicsBody.cs @@ -28,7 +28,8 @@ public sealed class PhysicsBody : MonoBehaviour {
float rotY = Quaternion.ToEulerAngles(transform.rotation).y;
rotY = Mathf.Rad2Deg * rotY;
- return rotY > 0 && rotY <= 180;
+ bool right = rotY >= 0 && rotY <= 180;
+ return right;
}
}
diff --git a/Assets/Scripts/Props.meta b/Assets/Scripts/Props.meta deleted file mode 100644 index bb96602e..00000000 --- a/Assets/Scripts/Props.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: f299520ed9fcf4a45858ad4ef5a8d5d1 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: |