add:添加弓箭相关预制体和脚本
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59096
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@ -32,6 +32,7 @@ public class MRInput : MonoBehaviour
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public bool pressRightTrigger = false;
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private bool _lastPressRightTrigger = false;
|
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private List<System.Action> _clickRightTriggerhandlers = new List<System.Action>();
|
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private List<System.Action> _cancelRightTriggerhandlers = new List<System.Action>();
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#if UNITY_EDITOR
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[UnityEngine.DisplayOnly]
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@ -72,6 +73,14 @@ public class MRInput : MonoBehaviour
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_clickRightTriggerhandlers.Add(handler);
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}
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|
||||
/// <summary>
|
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/// 注册点击右trigger取消事件
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/// </summary>
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public void RegisterCancelRightTrigger(System.Action handler)
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{
|
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_cancelRightTriggerhandlers.Add(handler);
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}
|
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|
||||
/// <summary>
|
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/// 注册点击右trigger持续点击事件
|
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/// </summary>
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@ -139,6 +148,12 @@ public class MRInput : MonoBehaviour
|
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_clickRightTriggerhandlers[i].Invoke();
|
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}
|
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}
|
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else if(_lastPressRightTrigger && !pressRightTrigger){
|
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for(int i = 0; i < _cancelRightTriggerhandlers.Count; i++)
|
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{
|
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_cancelRightTriggerhandlers[i].Invoke();
|
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}
|
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}
|
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_lastPressRightTrigger = isTrigger;
|
||||
|
||||
holdPressRightTrigger = isTrigger;
|
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@ -176,6 +191,13 @@ public class MRInput : MonoBehaviour
|
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_clickRightTriggerhandlers[i].Invoke();
|
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}
|
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}
|
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else if (Input.GetKeyUp(KeyCode.Alpha2))
|
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{
|
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for (int i = 0; i < _cancelRightTriggerhandlers.Count; i++)
|
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{
|
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_cancelRightTriggerhandlers[i].Invoke();
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}
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}
|
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else if (Input.GetKey(KeyCode.Alpha2))
|
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{
|
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for (int i = 0; i < _holdPressRightTriggerhandlers.Count; i++)
|
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8
Assets/_SnowWhite/Scripts/ForestEvent.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 2c2a3a77cec53c34b823981e826ed21b
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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37
Assets/_SnowWhite/Scripts/ForestEvent/Arrow.cs
Normal file
@ -0,0 +1,37 @@
|
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using UnityEngine;
|
||||
|
||||
public enum ArrowType
|
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{
|
||||
Arrow,
|
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FireArrow,
|
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}
|
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|
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public class Arrow : MonoBehaviour
|
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{
|
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|
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private Rigidbody rigidbodyComponent;
|
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/// <summary>
|
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/// 刚体组件
|
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/// </summary>
|
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public Rigidbody RigidbodyComponent
|
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{
|
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get
|
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{
|
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if (rigidbodyComponent == null)
|
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{
|
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rigidbodyComponent = GetComponentInChildren<Rigidbody>();
|
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}
|
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return rigidbodyComponent;
|
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}
|
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}
|
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public void OnSpawn(Vector3 recoil, float recoilCount)
|
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{
|
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rigidbodyComponent.velocity = recoil.normalized * recoilCount;
|
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rigidbodyComponent.rotation = Quaternion.LookRotation(recoil.normalized);
|
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}
|
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|
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public void Update()
|
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{
|
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|
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}
|
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}
|
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11
Assets/_SnowWhite/Scripts/ForestEvent/Arrow.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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224
Assets/_SnowWhite/Scripts/ForestEvent/Bow.cs
Normal file
@ -0,0 +1,224 @@
|
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using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using DarkTonic.MasterAudio;
|
||||
using UnityEngine;
|
||||
|
||||
public class Bow : MonoBehaviour
|
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{
|
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public Transform bowString;
|
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public Transform bulletPoint;
|
||||
public Arrow nowArrow;
|
||||
[SoundGroup] public string arrowShoot;
|
||||
|
||||
[Header("箭矢类型管理")]
|
||||
private float specialArrowTimeRemaining = 0f;
|
||||
|
||||
[Header("箭矢预制体")]
|
||||
public GameObject normalArrowPrefab;
|
||||
|
||||
[Header("弓弦力度参数")]
|
||||
public float minForce = 20f;//最小力度
|
||||
public float maxForce = 45f;//最大力度
|
||||
public float forceMultiplier = 1.2f;//力度倍增系数
|
||||
public float maxPullDistance = 0.5f;//弓弦可拉最大距离
|
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public float forceCurveExponent = 1.5f;//力度曲线指数
|
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public float currentDrawStrength = 0f;//当前力度(0-1)
|
||||
|
||||
[Header("弓弦视觉反馈")]
|
||||
public LineRenderer bowStringRenderer;//弓弦的LineRenderer
|
||||
public Transform stringTopPoint;//弓弦顶端点
|
||||
public Transform stringBottomPoint;//弓弦末端点
|
||||
public Transform stringMiddlePoint;//弓弦中间点(手拉动弓弦的位置)
|
||||
|
||||
private Vector3 middlePointPos;//初始弓弦初始点
|
||||
|
||||
public virtual void Start()
|
||||
{
|
||||
//初始化弓弦位置
|
||||
if (bowStringRenderer != null && stringTopPoint != null && stringBottomPoint != null)
|
||||
{
|
||||
//设置LineRenderer位置
|
||||
bowStringRenderer.positionCount = 3;
|
||||
bowStringRenderer.SetPosition(0, stringTopPoint.position);
|
||||
bowStringRenderer.SetPosition(1, stringMiddlePoint.position);
|
||||
bowStringRenderer.SetPosition(2, stringBottomPoint.position);
|
||||
|
||||
//保存中间点初始位置
|
||||
middlePointPos = stringMiddlePoint.localPosition;
|
||||
}
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
UpdateArrowStatus();
|
||||
UpdateBowStringVisual();
|
||||
}
|
||||
|
||||
//更新弓弦视觉效果
|
||||
private void UpdateBowStringVisual()
|
||||
{
|
||||
if (bowStringRenderer != null && stringTopPoint != null && stringBottomPoint != null && stringMiddlePoint != null)
|
||||
{
|
||||
//更新LineRenderer
|
||||
bowStringRenderer.SetPosition(0, stringTopPoint.position);
|
||||
bowStringRenderer.SetPosition(1, stringMiddlePoint.position);
|
||||
bowStringRenderer.SetPosition(2, stringBottomPoint.position);
|
||||
}
|
||||
}
|
||||
|
||||
//更新箭矢状态
|
||||
public virtual void UpdateArrowStatus()
|
||||
{
|
||||
if (nowArrow != null)
|
||||
{
|
||||
// 箭尾固定点(通常是弓上挂箭点)
|
||||
Transform tailPoint = bulletPoint; // 保证箭尾贴在弓上
|
||||
|
||||
// 箭头方向:从箭尾指向左手
|
||||
Vector3 direction = (transform.position - tailPoint.position).normalized;
|
||||
|
||||
// 更新箭的位置与旋转
|
||||
nowArrow.transform.position = tailPoint.position;
|
||||
nowArrow.transform.rotation = Quaternion.LookRotation(direction, transform.up);
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 ProjectPointOnPlane(Vector3 point, Vector3 planeOrigin, Vector3 planeNormal)
|
||||
{
|
||||
// 单位化法向量
|
||||
planeNormal.Normalize();
|
||||
|
||||
// 计算点到平面上任意一点的向量
|
||||
Vector3 vectorToPlane = point - planeOrigin;
|
||||
|
||||
// 计算投影距离
|
||||
float distance = Vector3.Dot(vectorToPlane, planeNormal);
|
||||
|
||||
// 得到垂足(即点在平面上的投影)
|
||||
Vector3 projection = point - distance * planeNormal;
|
||||
|
||||
return projection;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 拉弓弦(由左手位置驱动)
|
||||
/// </summary>
|
||||
public void Pull(Transform point)
|
||||
{
|
||||
Vector3 planeOrigin = bowString.position;
|
||||
Vector3 planeNormal = bowString.right;
|
||||
|
||||
// 投影手的拉动位置到弓弦平面
|
||||
Vector3 projectedPoint = ProjectPointOnPlane(point.position, planeOrigin, planeNormal);
|
||||
|
||||
// 转换到弓的局部坐标系
|
||||
Vector3 localPos = transform.InverseTransformPoint(projectedPoint);
|
||||
|
||||
// 限制拉弓距离,防止超过最大拉伸范围
|
||||
float pullDistance = Mathf.Clamp(localPos.z, -maxPullDistance, 0);
|
||||
|
||||
// 更新弓弦视觉
|
||||
if (stringMiddlePoint != null)
|
||||
{
|
||||
Vector3 midPos = middlePointPos;
|
||||
midPos.z = pullDistance;
|
||||
stringMiddlePoint.localPosition = midPos;
|
||||
}
|
||||
|
||||
// 更新箭尾点位置
|
||||
if (bulletPoint != null)
|
||||
{
|
||||
bulletPoint.localPosition = new Vector3(0, 0, pullDistance);
|
||||
}
|
||||
|
||||
// 力度计算
|
||||
currentDrawStrength = Mathf.Clamp01(Mathf.Abs(pullDistance) / maxPullDistance);
|
||||
|
||||
// -------------------------
|
||||
// ✅ 新增保护逻辑:超过最大拉距时自动复位
|
||||
// -------------------------
|
||||
// if (Mathf.Approximately(pullDistance, -maxPullDistance))
|
||||
// {
|
||||
// Reset();
|
||||
// }
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 弓弦复位
|
||||
/// </summary>
|
||||
public void Reset()
|
||||
{
|
||||
// // 拉弓点归零
|
||||
// if (bulletPoint != null)
|
||||
// bulletPoint.localPosition = Vector3.zero;
|
||||
// 弓弦归位
|
||||
if (stringMiddlePoint != null)
|
||||
stringMiddlePoint.localPosition = middlePointPos;
|
||||
// 当前力度清零
|
||||
currentDrawStrength = 0f;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 创建箭矢
|
||||
/// </summary>
|
||||
public void CreateArrowInHand()
|
||||
{
|
||||
//如果已有箭矢,先销毁
|
||||
if (nowArrow != null)
|
||||
{
|
||||
Destroy(nowArrow.gameObject);
|
||||
}
|
||||
|
||||
//根据当前箭矢类型选择预制体
|
||||
GameObject arrowPrefab = normalArrowPrefab;
|
||||
GameObject arrowObj = Instantiate(arrowPrefab, bulletPoint);
|
||||
nowArrow = arrowObj.GetComponent<Arrow>();
|
||||
|
||||
//初始禁用物理,知道射出
|
||||
if (nowArrow.TryGetComponent<Rigidbody>(out var rb))
|
||||
{
|
||||
rb.isKinematic = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 射出箭矢
|
||||
/// </summary>
|
||||
public void ShootArrow()
|
||||
{
|
||||
if (nowArrow != null)
|
||||
{
|
||||
MasterAudio.PlaySound(arrowShoot);
|
||||
|
||||
// 根据拉弓力度计算实际力度(应用非线性曲线)
|
||||
float curvedStrength = Mathf.Pow(currentDrawStrength, 1.8f);
|
||||
float actualForce = Mathf.Lerp(minForce, maxForce, curvedStrength) * forceMultiplier;
|
||||
|
||||
//发射手上已有的箭矢
|
||||
nowArrow.transform.SetParent(null);
|
||||
|
||||
//应用物理效果
|
||||
if (nowArrow.TryGetComponent<Rigidbody>(out var rb))
|
||||
{
|
||||
rb.isKinematic = false;//确保物理启用
|
||||
rb.velocity = Vector3.zero;//重置速度
|
||||
rb.angularVelocity= Vector3.zero;//重置角速度
|
||||
|
||||
//设置初始速度
|
||||
rb.AddForce(bulletPoint.forward * actualForce, ForceMode.VelocityChange);
|
||||
}
|
||||
|
||||
//调用箭矢初始化(传递力度值)
|
||||
nowArrow.OnSpawn(bulletPoint.forward, actualForce);
|
||||
|
||||
//清楚引用
|
||||
nowArrow = null;
|
||||
|
||||
Reset();
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/_SnowWhite/Scripts/ForestEvent/Bow.cs.meta
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@ -0,0 +1,11 @@
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108
Assets/_SnowWhite/Scripts/ForestEvent/PullHand.cs
Normal file
@ -0,0 +1,108 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using DragonLi.Core;
|
||||
using UnityEngine;
|
||||
|
||||
public class PullHand : MonoBehaviour
|
||||
{
|
||||
public Collider selfCollider;
|
||||
public Bow bow;
|
||||
private bool _inArrowArea = false;
|
||||
private bool _isPulling = false;
|
||||
public bool isUser;
|
||||
|
||||
|
||||
public void Start()
|
||||
{
|
||||
MRInput.Ins.RegisterClickRrightTrigger(() =>
|
||||
{
|
||||
if(!isUser) return;
|
||||
// 钩弦
|
||||
if (!_isPulling && _inArrowArea)
|
||||
{
|
||||
// Debug.Log("钩弦");
|
||||
selfCollider.enabled = false;
|
||||
_isPulling = true;
|
||||
// 生成箭矢
|
||||
bow.CreateArrowInHand();
|
||||
}
|
||||
});
|
||||
MRInput.Ins.RegisterCancelRightTrigger(() =>
|
||||
{
|
||||
if(!isUser) return;
|
||||
// 松弦
|
||||
if (_isPulling && bow != null)
|
||||
{
|
||||
// Debug.Log("松弦");
|
||||
_isPulling = false;
|
||||
_inArrowArea = false;
|
||||
// 射出箭矢
|
||||
bow.ShootArrow();
|
||||
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
|
||||
{
|
||||
selfCollider.enabled = true;
|
||||
}, 0.5f);
|
||||
}
|
||||
});
|
||||
MRInput.Ins.RegisterHoldPressRightTrigger(() =>
|
||||
{
|
||||
if(!isUser) return;
|
||||
// 拉弓
|
||||
if (_isPulling && bow != null)
|
||||
{
|
||||
// Debug.Log("拉弓");
|
||||
bow.Pull(transform);
|
||||
// _nowArrow.Move(transform);
|
||||
}
|
||||
});
|
||||
isUser = true;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if(!isUser) return;
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
bow.CreateArrowInHand();
|
||||
bow.Pull(transform);
|
||||
bow.ShootArrow();
|
||||
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
|
||||
{
|
||||
selfCollider.enabled = true;
|
||||
}, 0.5f);
|
||||
}
|
||||
|
||||
if (Input.GetMouseButtonUp(0))
|
||||
{
|
||||
// Debug.Log("松弦");
|
||||
_isPulling = false;
|
||||
_inArrowArea = false;
|
||||
// 射出箭矢
|
||||
bow.ShootArrow();
|
||||
CoroutineTaskManager.Instance.WaitSecondTodo(() =>
|
||||
{
|
||||
selfCollider.enabled = true;
|
||||
}, 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerEnter(Collider other)
|
||||
{
|
||||
Debug.Log("进入弓弦区域");
|
||||
_inArrowArea = true;
|
||||
bow = other.gameObject.GetComponent<Bow>();
|
||||
}
|
||||
|
||||
void OnTriggerExit(Collider other)
|
||||
{
|
||||
Debug.Log("离开弓弦区域");
|
||||
_inArrowArea = false;
|
||||
bow = null;
|
||||
}
|
||||
|
||||
public void IsUserBow(bool curIsUser)
|
||||
{
|
||||
isUser = curIsUser;
|
||||
}
|
||||
}
|
||||
11
Assets/_SnowWhite/Scripts/ForestEvent/PullHand.cs.meta
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@ -0,0 +1,11 @@
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|
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|
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public HandState handState = HandState.Empty;
|
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|
||||
public PullHand pullHand;
|
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public Bow bow;
|
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|
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|
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|
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@ -51,6 +53,8 @@ public class Player : MonoBehaviour
|
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|
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GameLocal.Ins.self = this;
|
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CreateHands();
|
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pullHand.enabled = false;
|
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bow.gameObject.SetActive(false);
|
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}
|
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|
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public void Update()
|
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@ -112,6 +116,18 @@ public class Player : MonoBehaviour
|
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GameManager.Ins.GameStart();
|
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}
|
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}
|
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|
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public void UserBow()
|
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{
|
||||
bow.gameObject.SetActive(true);
|
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pullHand.enabled = true;
|
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}
|
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|
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public void CloseBow()
|
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{
|
||||
bow.gameObject.SetActive(false);
|
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pullHand.enabled = false;
|
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}
|
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}
|
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Shader "Hovl/Particles/Add_CenterGlow"
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{
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Properties
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{
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_MainTex("MainTex", 2D) = "white" {}
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_Noise("Noise", 2D) = "white" {}
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_Flow("Flow", 2D) = "white" {}
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_Mask("Mask", 2D) = "white" {}
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_SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0)
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_DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0)
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_Emission("Emission", Float) = 2
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_Color("Color", Color) = (0.5,0.5,0.5,1)
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[Toggle]_Usecenterglow("Use center glow?", Float) = 0
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[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
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[MaterialToggle] _Usecustomrandom ("Use Custom Random?", Float ) = 0
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_Depthpower ("Depth power", Float ) = 1
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[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0
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[Enum(One,1,OneMinuSrcAlpha,6)] _Blend2 ("Blend mode subset", Float) = 1
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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}
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Category
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{
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SubShader
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend One[_Blend2]
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ColorMask RGB
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Cull[_CullMode]
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Lighting Off
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ZWrite Off
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ZTest LEqual
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Pass {
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CGPROGRAM
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#include "UnityShaderVariables.cginc"
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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float4 projPos : TEXCOORD2;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#if UNITY_VERSION >= 560
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UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
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#else
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uniform sampler2D_float _CameraDepthTexture;
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#endif
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//Don't delete this comment
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// uniform sampler2D_float _CameraDepthTexture;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform float _Usecenterglow;
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uniform float4 _SpeedMainTexUVNoiseZW;
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uniform sampler2D _Flow;
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uniform float4 _DistortionSpeedXYPowerZ;
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uniform float4 _Flow_ST;
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uniform sampler2D _Mask;
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uniform float4 _Mask_ST;
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uniform sampler2D _Noise;
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uniform float4 _Noise_ST;
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uniform float4 _Color;
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uniform float _Emission;
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uniform fixed _Usedepth;
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uniform fixed _Usecustomrandom;
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uniform float _Depthpower;
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v2f vert ( appdata_t v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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COMPUTE_EYEDEPTH(o.projPos.z);
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#endif
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag ( v2f i ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( i );
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
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float partZ = i.projPos.z;
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float fade = saturate ((sceneZ-partZ) / _Depthpower);
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lp *= lerp(1, fade, _Usedepth);
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i.color.a *= lp;
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#endif
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float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
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float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y));
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float4 uv0_Flow = i.texcoord;
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float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy);
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float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
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float4 tex2DNode33 = tex2D( _Mask, uv_Mask );
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float Flowpower102 = _DistortionSpeedXYPowerZ.z;
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float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) );
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float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
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float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
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float ur = lerp(0, i.texcoord.w, _Usecustomrandom);
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float2 panner108 = ( 1.0 * _Time.y * appendResult22 + ( uv0_Noise + ur ));
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float4 tex2DNode14 = tex2D( _Noise, panner108 );
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float4 temp_output_30_0 = ( tex2DNode13 * tex2DNode14 * _Color * i.color * tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a );
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float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx;
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float4 clampResult38 = clamp( ( tex2DNode33 - temp_cast_0 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
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float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
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fixed4 col = ( lerp(temp_output_30_0,( temp_output_30_0 * clampResult40 ),_Usecenterglow) * _Emission );
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UNITY_APPLY_FOG_COLOR(i.fogCoord, col, fixed4(0,0,0,1));
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return col;
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}
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ENDCG
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}
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}
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}
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}
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ASEEND*/
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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Shader "Hovl/Particles/Blend_CenterGlow"
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{
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Properties
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{
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_MainTex("MainTex", 2D) = "white" {}
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_Noise("Noise", 2D) = "white" {}
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_Flow("Flow", 2D) = "white" {}
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_Mask("Mask", 2D) = "white" {}
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_SpeedMainTexUVNoiseZW("Speed MainTex U/V + Noise Z/W", Vector) = (0,0,0,0)
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_DistortionSpeedXYPowerZ("Distortion Speed XY Power Z", Vector) = (0,0,0,0)
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_Emission("Emission", Float) = 2
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_Color("Color", Color) = (0.5,0.5,0.5,1)
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_Opacity("Opacity", Range( 0 , 3)) = 1
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[Toggle]_Usecenterglow("Use center glow?", Float) = 0
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[MaterialToggle] _Usedepth ("Use depth?", Float ) = 0
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_Depthpower ("Depth power", Float ) = 1
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[Enum(Cull Off,0, Cull Front,1, Cull Back,2)] _CullMode("Culling", Float) = 0
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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}
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Category
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{
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SubShader
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask RGB
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Cull[_CullMode]
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Lighting Off
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ZWrite Off
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ZTest LEqual
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Pass {
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CGPROGRAM
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#include "UnityShaderVariables.cginc"
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD2;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#if UNITY_VERSION >= 560
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UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
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#else
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uniform sampler2D_float _CameraDepthTexture;
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#endif
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|
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//Don't delete this comment
|
||||
// uniform sampler2D_float _CameraDepthTexture;
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|
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform float _Usecenterglow;
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uniform float4 _SpeedMainTexUVNoiseZW;
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uniform sampler2D _Flow;
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uniform float4 _DistortionSpeedXYPowerZ;
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uniform float4 _Flow_ST;
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uniform sampler2D _Mask;
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uniform float4 _Mask_ST;
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uniform sampler2D _Noise;
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uniform float4 _Noise_ST;
|
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uniform float4 _Color;
|
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uniform float _Emission;
|
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uniform float _Opacity;
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uniform fixed _Usedepth;
|
||||
uniform float _Depthpower;
|
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|
||||
v2f vert ( appdata_t v )
|
||||
{
|
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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v.vertex.xyz += float3( 0, 0, 0 ) ;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef SOFTPARTICLES_ON
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o.projPos = ComputeScreenPos (o.vertex);
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COMPUTE_EYEDEPTH(o.projPos.z);
|
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#endif
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o.color = v.color;
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o.texcoord = v.texcoord;
|
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UNITY_TRANSFER_FOG(o,o.vertex);
|
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return o;
|
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}
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|
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fixed4 frag ( v2f i ) : SV_Target
|
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{
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UNITY_SETUP_INSTANCE_ID( i );
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
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|
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float lp = 1;
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
|
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float partZ = i.projPos.z;
|
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float fade = saturate ((sceneZ-partZ) / _Depthpower);
|
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lp *= lerp(1, fade, _Usedepth);
|
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i.color.a *= lp;
|
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#endif
|
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|
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float2 appendResult21 = (float2(_SpeedMainTexUVNoiseZW.x , _SpeedMainTexUVNoiseZW.y));
|
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float2 uv0_MainTex = i.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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float2 panner107 = ( 1.0 * _Time.y * appendResult21 + uv0_MainTex);
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float2 appendResult100 = (float2(_DistortionSpeedXYPowerZ.x , _DistortionSpeedXYPowerZ.y));
|
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float3 uv0_Flow = i.texcoord.xyz;
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uv0_Flow.xy = i.texcoord.xy * _Flow_ST.xy + _Flow_ST.zw;
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float2 panner110 = ( 1.0 * _Time.y * appendResult100 + (uv0_Flow).xy);
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float2 uv_Mask = i.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
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float4 tex2DNode33 = tex2D( _Mask, uv_Mask );
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float Flowpower102 = _DistortionSpeedXYPowerZ.z;
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float4 tex2DNode13 = tex2D( _MainTex, ( panner107 - ( (( tex2D( _Flow, panner110 ) * tex2DNode33 )).rg * Flowpower102 ) ) );
|
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float2 appendResult22 = (float2(_SpeedMainTexUVNoiseZW.z , _SpeedMainTexUVNoiseZW.w));
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float2 uv0_Noise = i.texcoord.xy * _Noise_ST.xy + _Noise_ST.zw;
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float2 panner108 = ( 1.0 * _Time.y * appendResult22 + uv0_Noise);
|
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float4 tex2DNode14 = tex2D( _Noise, panner108 );
|
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float3 temp_output_78_0 = (( tex2DNode13 * tex2DNode14 * _Color * i.color )).rgb;
|
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float4 temp_cast_0 = ((1.0 + (uv0_Flow.z - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx;
|
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float4 clampResult38 = tex2DNode33 - temp_cast_0;
|
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float4 clampResult40 = clamp( ( tex2DNode33 * clampResult38 ) , float4( 0,0,0,0 ) , float4( 1,1,1,1 ) );
|
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float4 appendResult87 = (float4(( lerp(temp_output_78_0,( temp_output_78_0 * (clampResult40).rgb ),_Usecenterglow) * _Emission ) , ( tex2DNode13.a * tex2DNode14.a * _Color.a * i.color.a * _Opacity )));
|
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fixed4 col = appendResult87;
|
||||
UNITY_APPLY_FOG(i.fogCoord, col);
|
||||
return col;
|
||||
}
|
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ENDCG
|
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}
|
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}
|
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}
|
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}
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