做不出来
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using System.Collections.Generic;
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using UnityEngine;
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using Cielonos.MainGame.Characters;
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namespace Cielonos.MainGame.Effects
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{
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public enum AfterImageSpawnMode
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{
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TimeInterval,
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DistanceInterval
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}
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/// <summary>
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/// 残影发生器,挂载在角色身上,用于在高速移动时动态生成姿态残影。
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/// </summary>
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public class AfterImageGenerator : MonoBehaviour
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{
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private CharacterBase character;
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private List<SkinnedMeshRenderer> skinnedRenderers = new List<SkinnedMeshRenderer>();
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private bool isSpawning = false;
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private float timer;
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private Vector3 lastSpawnPos;
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[Header("AfterImage Settings")]
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[Tooltip("残影所使用的菲涅尔发光材质")]
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public Material afterImageMaterial;
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[Tooltip("单个残影的持续消失时间(秒)")]
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public float afterImageDuration = 0.3f;
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[Tooltip("残影生成模式:时间间隔 或 距离间隔")]
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public AfterImageSpawnMode spawnMode = AfterImageSpawnMode.TimeInterval;
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[Tooltip("生成残影的时间间隔(秒,TimeInterval 模式)")]
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public float spawnInterval = 0.03f;
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[Tooltip("生成残影的距离间隔(米,DistanceInterval 模式)")]
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public float spawnDistance = 0.8f;
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private void Start()
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{
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character = GetComponent<CharacterBase>();
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GetComponentsInChildren(true, skinnedRenderers);
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}
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public void StartSpawning()
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{
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isSpawning = true;
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timer = 0f; // 时间模式下启动时立即生成一个
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lastSpawnPos = transform.position; // 距离模式下重置起始点
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if (spawnMode == AfterImageSpawnMode.DistanceInterval)
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{
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CreateAfterImageSnapshot(); // 距离模式启动时也立即生成第一个
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}
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}
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public void StopSpawning()
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{
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isSpawning = false;
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}
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#region Dynamic Configuration APIs
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public void SetSpawnMode(AfterImageSpawnMode mode) => spawnMode = mode;
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public void SetSpawnInterval(float interval) => spawnInterval = interval;
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public void SetSpawnDistance(float distance) => spawnDistance = distance;
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public void SetAfterImageDuration(float duration) => afterImageDuration = duration;
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public void SetMaterial(Material mat) => afterImageMaterial = mat;
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#endregion
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private void Update()
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{
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if (!isSpawning || character == null) return;
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if (spawnMode == AfterImageSpawnMode.TimeInterval)
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{
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timer -= character.selfTimeSm.DeltaTime;
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if (timer <= 0f)
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{
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CreateAfterImageSnapshot();
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timer = spawnInterval;
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}
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}
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else if (spawnMode == AfterImageSpawnMode.DistanceInterval)
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{
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Vector3 currentPos = transform.position;
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float dist = Vector3.Distance(lastSpawnPos, currentPos);
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if (dist >= spawnDistance)
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{
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CreateAfterImageSnapshot();
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lastSpawnPos = currentPos;
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}
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}
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}
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/// <summary>
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/// 手动生成一个当前姿态的残影
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/// </summary>
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public void CreateAfterImageSnapshot()
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{
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if (afterImageMaterial == null) return;
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// 创建残影根容器
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GameObject afterImageObj = new GameObject($"{gameObject.name}_AfterImage");
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List<MeshFilter> filters = new List<MeshFilter>();
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List<MeshRenderer> renderers = new List<MeshRenderer>();
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foreach (var skinnedRenderer in skinnedRenderers)
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{
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// 仅烘焙当前处于显示状态的蒙皮部件
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if (skinnedRenderer == null || !skinnedRenderer.gameObject.activeInHierarchy || !skinnedRenderer.enabled)
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continue;
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// 创建对应蒙皮部件的静态 Mesh 副本
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GameObject subObj = new GameObject(skinnedRenderer.name);
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subObj.transform.SetParent(afterImageObj.transform);
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subObj.transform.position = skinnedRenderer.transform.position;
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subObj.transform.rotation = skinnedRenderer.transform.rotation;
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subObj.transform.localScale = skinnedRenderer.transform.lossyScale;
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// 烘焙蒙皮网格的当前姿态
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Mesh bakedMesh = new Mesh();
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skinnedRenderer.BakeMesh(bakedMesh);
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MeshFilter filter = subObj.AddComponent<MeshFilter>();
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filter.mesh = bakedMesh;
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filters.Add(filter);
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MeshRenderer renderer = subObj.AddComponent<MeshRenderer>();
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renderers.Add(renderer);
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}
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// 如果没有成功烘焙出任何网格,直接销毁根容器
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if (filters.Count == 0)
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{
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Destroy(afterImageObj);
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return;
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}
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// 初始化渐隐控制
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AfterImageItem afterImageItem = afterImageObj.AddComponent<AfterImageItem>();
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afterImageItem.Initialize(filters.ToArray(), renderers.ToArray(), afterImageMaterial, afterImageDuration);
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}
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}
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}
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