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propertyPath: m_Size.z
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value: 9.818142
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objectReference: {fileID: 0}
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propertyPath: m_Center.x
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value: -0.14138317
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objectReference: {fileID: 0}
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propertyPath: m_Center.z
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value: -0.063780785
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value: 13.64
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objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.x
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objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.y
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@@ -533,10 +577,6 @@ PrefabInstance:
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propertyPath: m_Name
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value: LakeLineDrawer
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objectReference: {fileID: 0}
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propertyPath: m_IsActive
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value: 1
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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@@ -648,3 +688,4 @@ SceneRoots:
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- {fileID: 519420032}
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- {fileID: 4077561020806840184}
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- {fileID: 2185051783577957245}
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- {fileID: 1078204968}
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|
||||
@@ -21,9 +21,11 @@ public class LakeLineDrawer : ImmediateModeShapeDrawer
|
||||
public float edgeLineLength = 1f; // 边缘线的长度
|
||||
|
||||
[Header("UI控制")]
|
||||
public Slider xOffsetSlider;
|
||||
public Slider zOffsetSlider;
|
||||
public float maxOffset = 20f;
|
||||
public Button upButton;
|
||||
public Button downButton;
|
||||
public Button leftButton;
|
||||
public Button rightButton;
|
||||
public float moveStep = 1f; // 每次移动的步长
|
||||
|
||||
[Header("目标点设置")]
|
||||
public List<TargetPoint> targetPoints = new List<TargetPoint>();
|
||||
@@ -52,6 +54,17 @@ public class LakeLineDrawer : ImmediateModeShapeDrawer
|
||||
public float rippleSharpness = 4f; // 适中的锐度
|
||||
public float rippleMaxRadius = 3f; // 新增:涟漪最大半径
|
||||
|
||||
[Header("障碍物设置")]
|
||||
public List<Obstacle> obstacles = new List<Obstacle>();
|
||||
public float obstacleHeight = 2f; // 障碍物高度
|
||||
public float obstacleWidth = 0.5f; // 障碍物宽度
|
||||
public Color obstacleColor = Color.white; // 障碍物颜色
|
||||
public float collisionEffectDuration = 0.5f; // 碰撞效果持续时间
|
||||
public float collisionEffectSize = 1f; // 碰撞效果大小
|
||||
public Color collisionEffectColor = Color.white; // 碰撞效果颜色
|
||||
public int collisionEffectRingCount = 3; // 涟漪环的数量
|
||||
public int collisionEffectDashCount = 12; // 每个环的虚线数量
|
||||
|
||||
private Vector3[] points;
|
||||
// 存储每个点是否在可视区域内的标记
|
||||
private bool[] validPoints;
|
||||
@@ -85,6 +98,92 @@ public class LakeLineDrawer : ImmediateModeShapeDrawer
|
||||
public float brightnessBoost;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class Obstacle
|
||||
{
|
||||
public Vector2 gridPosition; // 网格位置(0到pointCount-1)
|
||||
[HideInInspector]public float visibility = 0f; // 可见度(0-1)
|
||||
[HideInInspector]public float lastRippleTime = -1f; // 最后一次被涟漪影响的时间
|
||||
[HideInInspector]public float riseProgress = 0f; // 升起进度(0-1)
|
||||
[HideInInspector]public float colorFadeProgress = 0f; // 颜色淡入进度(0-1)
|
||||
}
|
||||
|
||||
private struct CollisionEffect
|
||||
{
|
||||
public Vector2 position;
|
||||
public Vector2 direction; // 撞击方向
|
||||
public float startTime;
|
||||
}
|
||||
|
||||
private List<CollisionEffect> collisionEffects = new List<CollisionEffect>();
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// 添加按钮点击事件监听
|
||||
if (upButton != null) upButton.onClick.AddListener(MoveUp);
|
||||
if (downButton != null) downButton.onClick.AddListener(MoveDown);
|
||||
if (leftButton != null) leftButton.onClick.AddListener(MoveLeft);
|
||||
if (rightButton != null) rightButton.onClick.AddListener(MoveRight);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
// 移除按钮点击事件监听
|
||||
if (upButton != null) upButton.onClick.RemoveListener(MoveUp);
|
||||
if (downButton != null) downButton.onClick.RemoveListener(MoveDown);
|
||||
if (leftButton != null) leftButton.onClick.RemoveListener(MoveLeft);
|
||||
if (rightButton != null) rightButton.onClick.RemoveListener(MoveRight);
|
||||
}
|
||||
|
||||
private void MoveUp()
|
||||
{
|
||||
float halfVisible = visibleAreaSize * 0.5f;
|
||||
float maxOffset = fieldSize * 0.5f - halfVisible * 0.6f; // 允许超出20%
|
||||
if (fieldOffset.y < maxOffset)
|
||||
{
|
||||
fieldOffset.y += moveStep;
|
||||
fieldOffset.y = Mathf.Clamp(fieldOffset.y, -maxOffset, maxOffset);
|
||||
}
|
||||
}
|
||||
|
||||
private void MoveDown()
|
||||
{
|
||||
float halfVisible = visibleAreaSize * 0.5f;
|
||||
float maxOffset = fieldSize * 0.5f - halfVisible * 0.8f; // 允许超出20%
|
||||
if (fieldOffset.y > -maxOffset)
|
||||
{
|
||||
fieldOffset.y -= moveStep;
|
||||
fieldOffset.y = Mathf.Clamp(fieldOffset.y, -maxOffset, maxOffset);
|
||||
}
|
||||
}
|
||||
|
||||
private void MoveLeft()
|
||||
{
|
||||
float halfVisible = visibleAreaSize * 0.5f;
|
||||
float maxOffset = fieldSize * 0.5f - halfVisible * 0.8f; // 允许超出20%
|
||||
if (fieldOffset.x > -maxOffset)
|
||||
{
|
||||
fieldOffset.x -= moveStep;
|
||||
fieldOffset.x = Mathf.Clamp(fieldOffset.x, -maxOffset, maxOffset);
|
||||
}
|
||||
}
|
||||
|
||||
private void MoveRight()
|
||||
{
|
||||
float halfVisible = visibleAreaSize * 0.5f;
|
||||
float maxOffset = fieldSize * 0.5f - halfVisible * 0.8f; // 允许超出20%
|
||||
if (fieldOffset.x < maxOffset)
|
||||
{
|
||||
fieldOffset.x += moveStep;
|
||||
fieldOffset.x = Mathf.Clamp(fieldOffset.x, -maxOffset, maxOffset);
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleUIInput()
|
||||
{
|
||||
// 由于现在使用按钮事件,这个方法可以留空或删除
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
// 如果是播放状态,则更新时间;否则设为0
|
||||
@@ -93,20 +192,10 @@ public class LakeLineDrawer : ImmediateModeShapeDrawer
|
||||
HandleMouseInput();
|
||||
HandleUIInput();
|
||||
CleanExpiredRipples();
|
||||
CleanExpiredCollisionEffects();
|
||||
UpdateObstacleVisibility();
|
||||
}
|
||||
|
||||
private void HandleUIInput()
|
||||
{
|
||||
if (xOffsetSlider != null && zOffsetSlider != null)
|
||||
{
|
||||
fieldOffset = new Vector2(
|
||||
xOffsetSlider.value * maxOffset,
|
||||
zOffsetSlider.value * maxOffset
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// 处理鼠标点击,触发新的涟漪
|
||||
private void HandleMouseInput()
|
||||
{
|
||||
if (Application.isPlaying && Input.GetMouseButtonDown(0))
|
||||
@@ -131,6 +220,11 @@ public class LakeLineDrawer : ImmediateModeShapeDrawer
|
||||
ripples.RemoveAll(r => Time.time - r.startTime > rippleDuration);
|
||||
}
|
||||
|
||||
private void CleanExpiredCollisionEffects()
|
||||
{
|
||||
collisionEffects.RemoveAll(e => Time.time - e.startTime > collisionEffectDuration);
|
||||
}
|
||||
|
||||
// 计算涟漪对某个点的影响,返回该点的偏移量和亮度提升
|
||||
private RippleResult GetRippleEffect(float x, float z, float currentTime)
|
||||
{
|
||||
@@ -160,15 +254,58 @@ public class LakeLineDrawer : ImmediateModeShapeDrawer
|
||||
// 计算涟漪对当前点的亮度提升
|
||||
float bright = Mathf.Exp(-Mathf.Pow((dist - spread) * 0.5f, 2f));
|
||||
brightness += bright * ease;
|
||||
|
||||
// 检查涟漪是否与障碍物碰撞
|
||||
CheckObstacleCollision(ripple.position, spread, currentTime);
|
||||
}
|
||||
|
||||
return new RippleResult
|
||||
{
|
||||
heightOffset = rippleOffset, // 高度偏移
|
||||
brightnessBoost = brightness // 亮度提升
|
||||
heightOffset = rippleOffset,
|
||||
brightnessBoost = brightness
|
||||
};
|
||||
}
|
||||
|
||||
private void CheckObstacleCollision(Vector2 ripplePos, float spread, float currentTime)
|
||||
{
|
||||
float step = fieldSize / (pointCount - 1);
|
||||
float halfField = fieldSize * 0.5f;
|
||||
foreach (var obstacle in obstacles)
|
||||
{
|
||||
// 将网格位置转换为世界坐标
|
||||
float x = -halfField + obstacle.gridPosition.x * step + fieldOffset.x;
|
||||
float z = -halfField + obstacle.gridPosition.y * step + fieldOffset.y;
|
||||
Vector2 worldPos = new Vector2(x, z);
|
||||
|
||||
float dist = Vector2.Distance(ripplePos, worldPos);
|
||||
if (dist <= rippleMaxRadius && Mathf.Abs(dist - spread) < obstacleWidth * 0.5f)
|
||||
{
|
||||
obstacle.lastRippleTime = currentTime;
|
||||
|
||||
if (obstacle.visibility <= 0f)
|
||||
{
|
||||
obstacle.visibility = 0.2f;
|
||||
obstacle.riseProgress = 0f;
|
||||
obstacle.colorFadeProgress = 0f;
|
||||
}
|
||||
else if (obstacle.visibility < 1f)
|
||||
{
|
||||
obstacle.riseProgress = Mathf.Max(obstacle.riseProgress, obstacle.visibility);
|
||||
}
|
||||
|
||||
// 计算撞击方向(从涟漪中心指向障碍物)
|
||||
Vector2 hitDirection = (worldPos - ripplePos).normalized;
|
||||
|
||||
collisionEffects.Add(new CollisionEffect
|
||||
{
|
||||
position = worldPos,
|
||||
direction = hitDirection,
|
||||
startTime = currentTime
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 计算某个点的基础高度,基于噪声函数模拟波浪
|
||||
private float GetHeight(float x, float z, float currentTime)
|
||||
{
|
||||
@@ -212,7 +349,9 @@ public class LakeLineDrawer : ImmediateModeShapeDrawer
|
||||
CalculatePointPositions(step, halfField, halfVisible);
|
||||
DrawPointsAndLines(step, halfField, halfVisible);
|
||||
DrawEdgeLines(halfField, halfVisible);
|
||||
DrawTargetPoints(); // 添加目标点的绘制
|
||||
DrawTargetPoints();
|
||||
DrawObstacles(); // 绘制障碍物
|
||||
DrawCollisionEffects(); // 绘制碰撞效果
|
||||
}
|
||||
}
|
||||
|
||||
@@ -301,6 +440,33 @@ public class LakeLineDrawer : ImmediateModeShapeDrawer
|
||||
Draw.Line(current, next, lineWidth * (1f - heightT * 0.5f), lineColor);
|
||||
}
|
||||
|
||||
private void DrawEdgeLines(float halfField, float halfVisible)
|
||||
{
|
||||
// 绘制湖面边缘的向下线条(无扰动)
|
||||
float step = fieldSize / (pointCount - 1);
|
||||
float halfEdgeLineLength = edgeLineLength * 0.5f; // 设置边缘线长度
|
||||
|
||||
// 1. 绘制 X 轴的边缘线(左边和右边)
|
||||
for (float z = -halfField; z <= halfField; z += step)
|
||||
{
|
||||
float worldZ = z + fieldOffset.y;
|
||||
float x = halfField + fieldOffset.x; // 右边
|
||||
DrawEdgeLine(x, worldZ, halfVisible);
|
||||
x = -halfField + fieldOffset.x; // 左边
|
||||
DrawEdgeLine(x, worldZ, halfVisible);
|
||||
}
|
||||
|
||||
// 2. 绘制 Z 轴的边缘线(上边和下边)
|
||||
for (float x = -halfField; x <= halfField; x += step)
|
||||
{
|
||||
float worldX = x + fieldOffset.x;
|
||||
float z = halfField + fieldOffset.y; // 上边
|
||||
DrawEdgeLine(worldX, z, halfVisible);
|
||||
z = -halfField + fieldOffset.y; // 下边
|
||||
DrawEdgeLine(worldX, z, halfVisible);
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawEdgeLine(float x, float z, float halfVisible)
|
||||
{
|
||||
// 检查点是否在可视区域内
|
||||
@@ -310,7 +476,7 @@ public class LakeLineDrawer : ImmediateModeShapeDrawer
|
||||
}
|
||||
|
||||
// 计算湖面高度作为起始点的Y坐标
|
||||
float startY = GetHeight(x, z, time); // 获取湖面高度
|
||||
float startY = GetHeight(x - fieldOffset.x, z - fieldOffset.y, time); // 获取湖面高度
|
||||
|
||||
// 设置边缘线的起始点
|
||||
Vector3 start = new Vector3(x, startY, z);
|
||||
@@ -327,40 +493,6 @@ public class LakeLineDrawer : ImmediateModeShapeDrawer
|
||||
Draw.Line(start, end, lineWidth * 0.5f, lineColor);
|
||||
}
|
||||
|
||||
private void DrawEdgeLines(float halfField, float halfVisible)
|
||||
{
|
||||
// 绘制湖面边缘的向下线条(无扰动)
|
||||
float step = fieldSize / (pointCount - 1);
|
||||
float halfEdgeLineLength = edgeLineLength * 0.5f; // 设置边缘线长度
|
||||
|
||||
// 只在field边界处绘制线条,且仅当边界在可视区域内时绘制
|
||||
// 1. 绘制 X 轴的边缘线(左边和右边)
|
||||
for (float z = -halfField; z <= halfField; z += step)
|
||||
{
|
||||
// 检查边界点是否在可视区域内
|
||||
if (Mathf.Abs(z) <= halfVisible)
|
||||
{
|
||||
float x = halfField; // 右边
|
||||
DrawEdgeLine(x, z, halfVisible);
|
||||
x = -halfField; // 左边
|
||||
DrawEdgeLine(x, z, halfVisible);
|
||||
}
|
||||
}
|
||||
|
||||
// 2. 绘制 Z 轴的边缘线(上边和下边)
|
||||
for (float x = -halfField; x <= halfField; x += step)
|
||||
{
|
||||
// 检查边界点是否在可视区域内
|
||||
if (Mathf.Abs(x) <= halfVisible)
|
||||
{
|
||||
float z = halfField; // 上边
|
||||
DrawEdgeLine(x, z, halfVisible);
|
||||
z = -halfField; // 下边
|
||||
DrawEdgeLine(x, z, halfVisible);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 绘制目标点
|
||||
private void DrawTargetPoints()
|
||||
{
|
||||
@@ -443,4 +575,162 @@ public class LakeLineDrawer : ImmediateModeShapeDrawer
|
||||
Draw.Line(vertices[edges[i]], vertices[edges[i+1]], targetLineWidth, color);
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawObstacles()
|
||||
{
|
||||
float step = fieldSize / (pointCount - 1);
|
||||
float halfField = fieldSize * 0.5f;
|
||||
float halfVisible = visibleAreaSize * 0.5f;
|
||||
|
||||
foreach (var obstacle in obstacles)
|
||||
{
|
||||
// 在编辑器中始终显示
|
||||
if (Application.isPlaying && obstacle.visibility <= 0f)
|
||||
continue;
|
||||
|
||||
// 将网格位置转换为世界坐标
|
||||
float x = -halfField + obstacle.gridPosition.x * step + fieldOffset.x;
|
||||
float z = -halfField + obstacle.gridPosition.y * step + fieldOffset.y;
|
||||
|
||||
// 检查是否在可视区域内
|
||||
if (Mathf.Abs(x) > halfVisible || Mathf.Abs(z) > halfVisible)
|
||||
continue;
|
||||
|
||||
// 获取该点的高度
|
||||
float height = GetHeight(x, z, time);
|
||||
|
||||
// 计算颜色和升起效果
|
||||
Color currentColor = obstacleColor;
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
currentColor.a *= obstacle.visibility * obstacle.colorFadeProgress;
|
||||
}
|
||||
float riseHeight = obstacleHeight * (Application.isPlaying ? obstacle.riseProgress : 1f);
|
||||
|
||||
// 绘制障碍物
|
||||
Vector3 basePos = new Vector3(x, height, z);
|
||||
float halfWidth = obstacleWidth * 0.5f;
|
||||
|
||||
// 绘制底部
|
||||
Draw.Line(basePos + new Vector3(-halfWidth, 0, -halfWidth), basePos + new Vector3(halfWidth, 0, -halfWidth), lineWidth, currentColor);
|
||||
Draw.Line(basePos + new Vector3(halfWidth, 0, -halfWidth), basePos + new Vector3(halfWidth, 0, halfWidth), lineWidth, currentColor);
|
||||
Draw.Line(basePos + new Vector3(halfWidth, 0, halfWidth), basePos + new Vector3(-halfWidth, 0, halfWidth), lineWidth, currentColor);
|
||||
Draw.Line(basePos + new Vector3(-halfWidth, 0, halfWidth), basePos + new Vector3(-halfWidth, 0, -halfWidth), lineWidth, currentColor);
|
||||
|
||||
// 绘制顶部(考虑升起效果)
|
||||
Vector3 topPos = basePos + Vector3.up * riseHeight;
|
||||
Draw.Line(topPos + new Vector3(-halfWidth, 0, -halfWidth), topPos + new Vector3(halfWidth, 0, -halfWidth), lineWidth, currentColor);
|
||||
Draw.Line(topPos + new Vector3(halfWidth, 0, -halfWidth), topPos + new Vector3(halfWidth, 0, halfWidth), lineWidth, currentColor);
|
||||
Draw.Line(topPos + new Vector3(halfWidth, 0, halfWidth), topPos + new Vector3(-halfWidth, 0, halfWidth), lineWidth, currentColor);
|
||||
Draw.Line(topPos + new Vector3(-halfWidth, 0, halfWidth), topPos + new Vector3(-halfWidth, 0, -halfWidth), lineWidth, currentColor);
|
||||
|
||||
// 绘制连接线
|
||||
Draw.Line(basePos + new Vector3(-halfWidth, 0, -halfWidth), topPos + new Vector3(-halfWidth, 0, -halfWidth), lineWidth, currentColor);
|
||||
Draw.Line(basePos + new Vector3(halfWidth, 0, -halfWidth), topPos + new Vector3(halfWidth, 0, -halfWidth), lineWidth, currentColor);
|
||||
Draw.Line(basePos + new Vector3(halfWidth, 0, halfWidth), topPos + new Vector3(halfWidth, 0, halfWidth), lineWidth, currentColor);
|
||||
Draw.Line(basePos + new Vector3(-halfWidth, 0, halfWidth), topPos + new Vector3(-halfWidth, 0, halfWidth), lineWidth, currentColor);
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawCollisionEffects()
|
||||
{
|
||||
foreach (var effect in collisionEffects)
|
||||
{
|
||||
float elapsed = Time.time - effect.startTime;
|
||||
float t = elapsed / collisionEffectDuration;
|
||||
|
||||
float scale = Mathf.Lerp(0f, collisionEffectSize, t);
|
||||
float alpha = Mathf.Lerp(1f, 0f, t);
|
||||
Color effectColor = collisionEffectColor;
|
||||
effectColor.a *= alpha;
|
||||
|
||||
// 使用效果位置的世界坐标
|
||||
Vector3 effectPos = new Vector3(effect.position.x,
|
||||
GetHeight(effect.position.x, effect.position.y, time),
|
||||
effect.position.y);
|
||||
|
||||
// 设置虚线样式
|
||||
Draw.UseDashes = true;
|
||||
Draw.DashStyle = DashStyle.RelativeDashes(DashType.Basic, 0.5f, 0.5f, DashSnapping.Tiling, 0f, 0f);
|
||||
|
||||
// 绘制同心圆涟漪,但根据撞击方向调整形状
|
||||
for (int i = 0; i < collisionEffectRingCount; i++)
|
||||
{
|
||||
float ringScale = scale * (i + 1) / collisionEffectRingCount;
|
||||
float ringAlpha = alpha * (1f - (float)i / collisionEffectRingCount);
|
||||
Color ringColor = effectColor;
|
||||
ringColor.a *= ringAlpha;
|
||||
|
||||
// 计算椭圆的长轴和短轴
|
||||
float majorAxis = ringScale;
|
||||
float minorAxis = ringScale * 0.7f; // 短轴略短,形成椭圆
|
||||
|
||||
// 计算旋转角度(使长轴与撞击方向对齐)
|
||||
float angle = Mathf.Atan2(effect.direction.y, effect.direction.x) * Mathf.Rad2Deg;
|
||||
Quaternion rotation = Quaternion.Euler(0, angle, 0);
|
||||
|
||||
// 绘制椭圆环
|
||||
int segments = 32;
|
||||
Vector3 prevPoint = Vector3.zero;
|
||||
for (int j = 0; j <= segments; j++)
|
||||
{
|
||||
float angle2 = (float)j / segments * Mathf.PI * 2;
|
||||
float x = Mathf.Cos(angle2) * majorAxis;
|
||||
float z = Mathf.Sin(angle2) * minorAxis;
|
||||
Vector3 point = rotation * new Vector3(x, 0, z) + effectPos;
|
||||
|
||||
if (j > 0)
|
||||
{
|
||||
Draw.Line(prevPoint, point, lineWidth * (1f - t), ringColor);
|
||||
}
|
||||
prevPoint = point;
|
||||
}
|
||||
}
|
||||
|
||||
// 恢复默认样式
|
||||
Draw.UseDashes = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateObstacleVisibility()
|
||||
{
|
||||
float currentTime = Application.isPlaying ? Time.time : 0f;
|
||||
foreach (var obstacle in obstacles)
|
||||
{
|
||||
// 在编辑器中,如果没有被涟漪影响过,保持可见
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
// obstacle.visibility = 1f;
|
||||
// obstacle.riseProgress = 1f;
|
||||
// obstacle.colorFadeProgress = 1f;
|
||||
continue;
|
||||
}
|
||||
|
||||
// 如果超过6秒没有被涟漪影响,开始逐渐消失
|
||||
if (currentTime - obstacle.lastRippleTime > 6f)
|
||||
{
|
||||
float fadeSpeed = Time.deltaTime;
|
||||
obstacle.visibility = Mathf.Max(0f, obstacle.visibility - fadeSpeed);
|
||||
// 同时降低升起高度
|
||||
obstacle.riseProgress = Mathf.Max(0f, obstacle.riseProgress - fadeSpeed);
|
||||
}
|
||||
else if (obstacle.visibility > 0f)
|
||||
{
|
||||
// 如果正在显现,继续增加可见度
|
||||
obstacle.visibility = Mathf.Min(1f, obstacle.visibility + Time.deltaTime * 0.5f);
|
||||
// 同时增加升起高度
|
||||
obstacle.riseProgress = Mathf.Min(1f, obstacle.riseProgress + Time.deltaTime * 2f);
|
||||
}
|
||||
|
||||
// 更新颜色淡入进度
|
||||
if (obstacle.visibility > 0f)
|
||||
{
|
||||
obstacle.colorFadeProgress = Mathf.Min(1f, obstacle.colorFadeProgress + Time.deltaTime * 3f);
|
||||
}
|
||||
else
|
||||
{
|
||||
obstacle.colorFadeProgress = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,28 +2,28 @@ using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Shapes;
|
||||
|
||||
public class LakeUIController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private LakeLineDrawer lakeDrawer;
|
||||
public Slider xOffsetSlider;
|
||||
public Slider zOffsetSlider;
|
||||
// public class LakeUIController : MonoBehaviour
|
||||
// {
|
||||
// [SerializeField] private LakeLineDrawer lakeDrawer;
|
||||
// public Slider xOffsetSlider;
|
||||
// public Slider zOffsetSlider;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// 设置滑动条的初始值
|
||||
if (xOffsetSlider != null && zOffsetSlider != null)
|
||||
{
|
||||
xOffsetSlider.minValue = -1f;
|
||||
xOffsetSlider.maxValue = 1f;
|
||||
xOffsetSlider.value = 0f;
|
||||
// private void Start()
|
||||
// {
|
||||
// // 设置滑动条的初始值
|
||||
// if (xOffsetSlider != null && zOffsetSlider != null)
|
||||
// {
|
||||
// xOffsetSlider.minValue = -1f;
|
||||
// xOffsetSlider.maxValue = 1f;
|
||||
// xOffsetSlider.value = 0f;
|
||||
|
||||
zOffsetSlider.minValue = -1f;
|
||||
zOffsetSlider.maxValue = 1f;
|
||||
zOffsetSlider.value = 0f;
|
||||
// zOffsetSlider.minValue = -1f;
|
||||
// zOffsetSlider.maxValue = 1f;
|
||||
// zOffsetSlider.value = 0f;
|
||||
|
||||
// 将滑动条引用传递给LakeLineDrawer
|
||||
lakeDrawer.xOffsetSlider = xOffsetSlider;
|
||||
lakeDrawer.zOffsetSlider = zOffsetSlider;
|
||||
}
|
||||
}
|
||||
}
|
||||
// // 将滑动条引用传递给LakeLineDrawer
|
||||
// lakeDrawer.xOffsetSlider = xOffsetSlider;
|
||||
// lakeDrawer.zOffsetSlider = zOffsetSlider;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
Reference in New Issue
Block a user