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path: root/Assets/Scripts/Unit/Components/UnitImageEffect.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class UnitImageEffectHolder
{
	public float size;
	public GameObject gameObject;
	public MeshRenderer renderer
	{
		get
		{
			if (gameObject == null)
				return null;
			return gameObject.GetComponent<MeshRenderer>();
		}
	}
}

public delegate void UnitImageEffectStepCallback(float normalizedTime);

public class UnitImageEffectHandle
{
	public float lifeTime;
	public float curTime;
	public UnitImageEffectHolder holder;
	public UnitImageEffectStepCallback stepFunc;
}

//Unit后处理效果
public class UnitImageEffect : UnitComponent
{
    public List<UnitImageEffectHandle> effects = new List<UnitImageEffectHandle>();
    public static GameObject effectPlane;

	private Dictionary<float/*size*/, List<UnitImageEffectHolder>/*pool*/> m_HolderPool = new Dictionary<float, List<UnitImageEffectHolder>>();

	public override void OnUpdate()
    {
        base.OnUpdate();
		List<UnitImageEffectHandle> temp = ListPool<UnitImageEffectHandle>.Get();
		for(int i = 0; i < effects.Count; ++i)
		{
			var handle = effects[i];
			handle.curTime += Time.deltaTime;
			if(handle.curTime > handle.lifeTime)
			{
				temp.Add(handle);
				continue;
			}
			handle.stepFunc?.Invoke(handle.curTime / handle.lifeTime);
		}
		for(int j = 0; j < temp.Count; j++)
		{
			temp[j].holder.gameObject.SetActive(false);
			ReleaseHolder(ref temp[j].holder);
			effects.Remove(temp[j]);
		}
		ListPool<UnitImageEffectHandle>.Release(temp);
	}

	UnitImageEffectHolder ClaimHolder(float size)
	{
		List<UnitImageEffectHolder> holders;
		if (m_HolderPool.TryGetValue(size, out holders))
		{
			if (holders.Count > 0)
			{
				var holder = holders[holders.Count - 1];
				holders.RemoveAt(holders.Count - 1);
				return holder;
			}
		}
		UnitImageEffectHolder newHolder = new UnitImageEffectHolder();
		newHolder.size = size;
		Mesh mesh = new Mesh();
		mesh.vertices = new Vector3[4] {
			new Vector3(-size/2, size/2, 0),
			new Vector3(size/2, size/2, 0),
			new Vector3(size/2, -size/2, 0),
			new Vector3(-size/2, -size/2, 0)
		};
		mesh.uv = new Vector2[4] {
			new Vector2(0, 1),
			new Vector2(1, 1),
			new Vector2(1, 0),
			new Vector2(0, 0),
		};
		mesh.triangles = new int[6] {
			0, 1, 3,
			1, 2, 3,
		};
		mesh.UploadMeshData(true);
		newHolder.gameObject = new GameObject("Image Effect Holder(" + size + "m)");
		MeshFilter filter = newHolder.gameObject.AddComponent<MeshFilter>();
		filter.sharedMesh = mesh;
		MeshRenderer renderer = newHolder.gameObject.AddComponent<MeshRenderer>();
		renderer.lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off;
		renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
		renderer.receiveShadows = false;
		renderer.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;
		renderer.motionVectorGenerationMode = MotionVectorGenerationMode.ForceNoMotion;
		renderer.allowOcclusionWhenDynamic = false;
		return newHolder;
	}

	void ReleaseHolder(ref UnitImageEffectHolder holder)
	{
		float size = holder.size;
		List<UnitImageEffectHolder> holders;
		if (!m_HolderPool.TryGetValue(size, out holders))
		{
			holders = new List<UnitImageEffectHolder>();
			m_HolderPool.Add(size, holders);
		}
		holder.gameObject.SetActive(false);
		holder.gameObject.transform.position = Vector3.zero;
		holders.Add(holder);
		holder = null;
	}

	#region effects

	public void ShowMotionBlur(float lifeTime, float angle, float distance)
	{
		UnitImageEffectHandle handle = new UnitImageEffectHandle();
		handle.lifeTime = lifeTime;
		handle.curTime = 0;
		float size = UnitManager.Instance.pc.unitDetail.snapshotBound;
		handle.holder = ClaimHolder(size);
		handle.holder.gameObject.SetActive(true);
		string matPath = ResourceManager.Instance.imageEffectMaterails[ResourceManager.EImageEffectMaterails.MotionBlur];
		handle.holder.renderer.sharedMaterial = ResourceManager.Instance.LoadAsset<Material>(matPath);

		MaterialPropertyBlock block = new MaterialPropertyBlock();
		handle.holder.renderer.GetPropertyBlock(block);
		block.SetFloat("_Angle", angle);
		block.SetFloat("_Distance", distance);
		handle.holder.renderer.SetPropertyBlock(block);

		handle.stepFunc = (float normalTime) =>
		{
			handle.holder.gameObject.transform.position = UnitManager.Instance.pc.center;

			handle.holder.renderer.GetPropertyBlock(block);
			block.SetFloat("_Distance", (normalTime) * distance);
			handle.holder.renderer.SetPropertyBlock(block);
		};

		effects.Add(handle);
	}

	#endregion 

}