阶段性完成
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140
Assets/Scripts/SLSUtilities/Effects/VFXRaycastInteraction.cs
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140
Assets/Scripts/SLSUtilities/Effects/VFXRaycastInteraction.cs
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using System.Collections.Generic;
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using Lean.Pool;
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using Sirenix.OdinInspector;
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using UnityEngine;
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namespace SLSUtilities.Effects
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{
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public class VFXRaycastInteraction : MonoBehaviour, IPoolable
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{
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[Header("核心设置")]
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[Tooltip("在特效生成时是否立刻启用渐变,注意,必须通过对象池生成。\n为true时,渐变效果从targetLight的默认intensity开始,否则需要调用EnableFade方法启用渐变")]
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public bool playOnSpawn = true;
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public float life = 1f;
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public List<float> checkPoints;
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public int currentCheckPointIndex = 0;
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public bool isEnabling = true;
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public Transform startPoint; // 刀尖的位置(用于发射射线)
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public LayerMask collisionLayers; // 地面图层
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public float rayLength = 0.5f; // 射线长度(稍微比刀刃离地距离长一点)
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[Header("特效资源")]
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public GameObject sparkPrefab; // 火星特效 Prefab
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public GameObject decalPrefab; // 划痕 Decal Prefab
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[HideInEditorMode]
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[SerializeField]
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private bool isFading;
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[HideInEditorMode]
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[SerializeField]
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private float time;
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private Vector3 _lastTipPosition;
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private void Reset()
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{
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startPoint = transform;
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collisionLayers = LayerMask.GetMask("Wall", "Ground");
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}
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public void OnSpawn()
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{
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if (playOnSpawn && !isEnabling)
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{
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isEnabling = true;
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time = 0f;
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currentCheckPointIndex = 0;
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}
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_lastTipPosition = startPoint.position;
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}
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public void OnDespawn()
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{
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isEnabling = false;
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}
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void Update()
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{
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time += Time.deltaTime;
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if (time >= life)
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{
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isEnabling = false;
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}
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if (!isEnabling || Time.timeScale == 0 || checkPoints.Count == 0) return;
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// 1. 计算刀尖速度方向(用于决定划痕朝向)
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Vector3 velocity = (startPoint.position - _lastTipPosition) / Time.deltaTime;
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_lastTipPosition = startPoint.position;
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//1. 检查是否到达下一个检查点
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if (currentCheckPointIndex < checkPoints.Count)
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{
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if (time >= checkPoints[currentCheckPointIndex])
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{
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currentCheckPointIndex++;
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}
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else
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{
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return; // 未到达检查点,跳过本次更新
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}
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}
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else
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{
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return; // 所有检查点已处理完,跳过本次更新
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}
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// 2. 发射射线检测地面
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// 这里我们向下发射射线。如果你的游戏支持墙壁划痕,可以改为 velocity.normalized
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RaycastHit hit;
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if (Physics.Raycast(startPoint.position, startPoint.forward, out hit, rayLength, collisionLayers))
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{
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SpawnEffects(hit, velocity);
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}
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}
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void SpawnEffects(RaycastHit hit, Vector3 slashVelocity)
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{
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Vector3 projectedSlashDir = Vector3.ProjectOnPlane(slashVelocity, hit.normal).normalized;
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// --- 处理火星 (Spark) ---
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if (sparkPrefab != null)
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{
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// 关键点:使用 Quaternion.LookRotation(hit.normal)
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// 这会让火星特效的 Z轴(发射方向)严格对准地面法线(垂直向上),right方向和挥动方向对齐
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LeanPool.Spawn(sparkPrefab, hit.point, Quaternion.LookRotation(hit.normal, Vector3.Cross(projectedSlashDir, hit.normal)));
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}
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// --- 处理划痕 (Decal) ---
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if (decalPrefab != null)
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{
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// 计算划痕的朝向:
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// 我们希望划痕贴在地面上(法线对齐 hit.normal)
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// 同时划痕的延伸方向要对齐刀的挥动方向(slashVelocity)
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if (projectedSlashDir != Vector3.zero)
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{
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// 计算 Decal 的旋转,Decal的forward和地面法线对齐,right方向和挥动方向对齐
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Quaternion decalRotation = Quaternion.LookRotation(hit.normal, Vector3.Cross(projectedSlashDir, hit.normal));
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// 生成 Decal,稍微抬高一点点避免 Z-Fighting
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GameObject decal = LeanPool.Spawn(decalPrefab, hit.point + hit.normal * 0.01f, decalRotation);
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// 记得在 Prefab 里设置自动销毁,或者在这里写 Destroy
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LeanPool.Despawn(decal, 5f);
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}
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}
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}
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// 用于在 Scene 窗口调试射线,方便你调整 rayLength
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void OnDrawGizmos()
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{
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if (startPoint != null)
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{
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Gizmos.color = Color.yellow;
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Gizmos.DrawLine(startPoint.position, startPoint.position + transform.forward * rayLength);
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}
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 0217139a1a991f947ac6135f8ea20a0c
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