From e4619826277d6b708bbcbb784d3cd819783faec0 Mon Sep 17 00:00:00 2001 From: bottlefish <781230111@qq.com> Date: Thu, 8 May 2025 19:08:31 +0800 Subject: [PATCH] =?UTF-8?q?=E5=AD=98=E6=A1=A3?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/Prefabs/Huoshan/LakeLineDrawer.prefab | 1206 ++++++++++++++++- Assets/Scenes/HuoShanEmoSceneTest.unity | 345 ++--- .../MiniGame/HuoShan/Emo/LakeLineDrawer.cs | 396 +++++- .../MiniGame/HuoShan/Emo/LakeUIController.cs | 44 +- 4 files changed, 1756 insertions(+), 235 deletions(-) diff --git a/Assets/Prefabs/Huoshan/LakeLineDrawer.prefab b/Assets/Prefabs/Huoshan/LakeLineDrawer.prefab index 300edcb6d..937844d9b 100644 --- a/Assets/Prefabs/Huoshan/LakeLineDrawer.prefab +++ b/Assets/Prefabs/Huoshan/LakeLineDrawer.prefab @@ -1,5 +1,1138 @@ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: +--- !u!1 &757076435837629272 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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- target: {fileID: 9153305584215853973, guid: 67658af7714634d45a2aa8f958ea21fd, type: 3} - propertyPath: m_IsActive - value: 1 - objectReference: {fileID: 0} m_RemovedComponents: [] m_RemovedGameObjects: [] m_AddedGameObjects: [] @@ -648,3 +688,4 @@ SceneRoots: - {fileID: 519420032} - {fileID: 4077561020806840184} - {fileID: 2185051783577957245} + - {fileID: 1078204968} diff --git a/Assets/Scripts/MiniGame/HuoShan/Emo/LakeLineDrawer.cs b/Assets/Scripts/MiniGame/HuoShan/Emo/LakeLineDrawer.cs index a7b354267..651c88470 100644 --- a/Assets/Scripts/MiniGame/HuoShan/Emo/LakeLineDrawer.cs +++ b/Assets/Scripts/MiniGame/HuoShan/Emo/LakeLineDrawer.cs @@ -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 targetPoints = new List(); @@ -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 obstacles = new List(); + 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 collisionEffects = new List(); + + 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; + } + } + } } diff --git a/Assets/Scripts/MiniGame/HuoShan/Emo/LakeUIController.cs b/Assets/Scripts/MiniGame/HuoShan/Emo/LakeUIController.cs index ffe61302b..7632d615b 100644 --- a/Assets/Scripts/MiniGame/HuoShan/Emo/LakeUIController.cs +++ b/Assets/Scripts/MiniGame/HuoShan/Emo/LakeUIController.cs @@ -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; - } - } -} \ No newline at end of file +// // 将滑动条引用传递给LakeLineDrawer +// lakeDrawer.xOffsetSlider = xOffsetSlider; +// lakeDrawer.zOffsetSlider = zOffsetSlider; +// } +// } +// } \ No newline at end of file