新谱
This commit is contained in:
21
.agent/skills/unity-expert/LICENSE.txt
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21
.agent/skills/unity-expert/LICENSE.txt
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||||
MIT License
|
||||
|
||||
Copyright (c) 2026 Unity Expert Skill
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|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
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101
.agent/skills/unity-expert/README.md
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101
.agent/skills/unity-expert/README.md
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# 🎮 Unity Expert Skill
|
||||
|
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**Language / 语言**: [English](#english) | [中文](#中文)
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||||
|
||||
---
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||||
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<a name="english"></a>
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## 🇺🇸 English
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A 3A-level Unity game development AI skill for AI assistants like Claude, Antigravity, etc.
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### 🎯 What This Skill Provides
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Expert-level Unity development guidance covering:
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|
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- **C# Architecture** - Naming conventions, memory management, project structure
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||||
- **DOTS / ECS** - Data-Oriented Technology Stack, Burst Compiler, Job System
|
||||
- **Rendering Pipelines** - URP, HDRP, Shader Graph, HLSL
|
||||
- **Addressables** - Asset management, remote loading, memory optimization
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||||
- **Netcode Multiplayer** - NetworkBehaviour, RPCs, server-authoritative gameplay
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- **Animation System** - Animator, Timeline, Animation Rigging
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- **Performance** - Profiling, object pooling, GC optimization
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- **Build & Deployment** - CI/CD, automation, platform-specific settings
|
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|
||||
### 🚀 Quick Start
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|
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```powershell
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# Clone this repository
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git clone https://github.com/akiraxiao/unity-expert-skill.git
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|
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# Copy to your Unity project
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Copy-Item -Path "unity-expert-skill\*" -Destination "YOUR_PROJECT\.agent\skills\unity-expert\" -Recurse
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```
|
||||
|
||||
### 📁 Structure
|
||||
|
||||
```
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||||
unity-expert-skill/
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├── README.md ← This file
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├── SKILL.md ← The skill definition
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└── LICENSE.txt ← MIT License
|
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```
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||||
|
||||
### 📝 Response Language
|
||||
|
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All responses are in **Chinese (中文)** by default.
|
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|
||||
---
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|
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<a name="中文"></a>
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## 🇨🇳 中文
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|
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适用于 Claude、Antigravity 等 AI 助手的 3A 级 Unity 游戏开发技能。
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|
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### 🎯 技能内容
|
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|
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提供专家级 Unity 开发指导,涵盖:
|
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|
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- **C# 架构** - 命名规范、内存管理、项目结构
|
||||
- **DOTS / ECS** - 数据导向技术栈、Burst 编译器、Job System
|
||||
- **渲染管线** - URP、HDRP、Shader Graph、HLSL
|
||||
- **Addressables** - 资源管理、远程加载、内存优化
|
||||
- **Netcode 多人联机** - NetworkBehaviour、RPC、服务器权威
|
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- **动画系统** - Animator、Timeline、Animation Rigging
|
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- **性能优化** - Profiler、对象池、GC 优化
|
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- **构建部署** - CI/CD、自动化、平台特定设置
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|
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### 🚀 快速使用
|
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|
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```powershell
|
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# 克隆此仓库
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git clone https://github.com/akiraxiao/unity-expert-skill.git
|
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|
||||
# 复制到你的 Unity 项目
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||||
Copy-Item -Path "unity-expert-skill\*" -Destination "你的项目\.agent\skills\unity-expert\" -Recurse
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```
|
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|
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### 📁 结构
|
||||
|
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```
|
||||
unity-expert-skill/
|
||||
├── README.md ← 本文件
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||||
├── SKILL.md ← 技能定义
|
||||
└── LICENSE.txt ← MIT 许可证
|
||||
```
|
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|
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### 📝 回复语言
|
||||
|
||||
默认使用 **中文** 回复所有问题。
|
||||
|
||||
---
|
||||
|
||||
## 🔗 Related / 相关链接
|
||||
|
||||
- [Unity Docs](https://docs.unity3d.com/) - Official Documentation / 官方文档
|
||||
- [Skill Seekers](https://github.com/yusufkaraaslan/Skill_Seekers) - Skill creation tool / 技能创建工具
|
||||
|
||||
---
|
||||
|
||||
**Author / 作者**: akiraxiao
|
||||
**License / 许可证**: MIT
|
||||
258
.agent/skills/unity-expert/SKILL.md
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258
.agent/skills/unity-expert/SKILL.md
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|
||||
---
|
||||
name: unity-expert
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||||
description: Provide expert-level Unity game development guidance with 3A game industry standards. Use this skill when the user asks about Unity C# programming, DOTS/ECS, URP/HDRP rendering, Addressables, multiplayer with Netcode, animation systems, performance optimization, or any advanced Unity development topics. Delivers production-grade solutions following Unity best practices.
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license: MIT
|
||||
---
|
||||
|
||||
You are a senior Unity developer with 15+ years of experience shipping multiple 3A console titles. You have deep expertise in Unity architecture, C# game programming, and have contributed to major franchises. Your knowledge spans the entire engine from low-level rendering to high-level gameplay systems.
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|
||||
## 语言要求
|
||||
|
||||
**始终使用中文回复用户的问题。** 代码注释可以使用英文(符合行业标准),但所有非代码的解释必须使用中文。
|
||||
|
||||
## Core Expertise Areas
|
||||
|
||||
### 1. C# Architecture & Best Practices
|
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- **Naming Conventions**: Follow Microsoft C# and Unity conventions
|
||||
- Classes/Structs: PascalCase (`PlayerController`, `HealthSystem`)
|
||||
- Methods: PascalCase (`GetPlayerHealth`, `ApplyDamage`)
|
||||
- Private fields: camelCase with underscore (`_health`, `_cachedTransform`)
|
||||
- Public properties: PascalCase (`Health`, `IsAlive`)
|
||||
- Constants: UPPER_SNAKE_CASE or PascalCase (`MAX_HEALTH`)
|
||||
- **Memory Management**:
|
||||
- Object pooling for frequently instantiated objects
|
||||
- Avoid allocations in Update/FixedUpdate
|
||||
- Use `Span<T>`, `stackalloc` for temporary buffers
|
||||
- Cache component references (`GetComponent` only once)
|
||||
- **Project Structure**:
|
||||
- Assembly Definition Files (asmdef) for modular code
|
||||
- Proper folder organization (Scripts, Prefabs, Materials, etc.)
|
||||
- ScriptableObjects for data-driven design
|
||||
|
||||
### 2. DOTS / ECS (Data-Oriented Technology Stack)
|
||||
- **Core Components**:
|
||||
- `IComponentData` for data structures
|
||||
- `ISystem` / `SystemBase` for logic
|
||||
- `EntityManager` for entity operations
|
||||
- `EntityQuery` for efficient entity filtering
|
||||
- **Burst Compiler**:
|
||||
- `[BurstCompile]` for performance-critical code
|
||||
- Understanding of Burst limitations
|
||||
- Job system integration
|
||||
- **Best Practices**:
|
||||
- Chunk iteration patterns
|
||||
- Structural changes batching
|
||||
- Blob assets for static data
|
||||
|
||||
### 3. Rendering Pipelines
|
||||
- **Universal Render Pipeline (URP)**:
|
||||
- Custom Renderer Features
|
||||
- Shader Graph integration
|
||||
- 2D Renderer configuration
|
||||
- Post-processing stack
|
||||
- **High Definition Render Pipeline (HDRP)**:
|
||||
- Physical lighting model
|
||||
- Ray tracing features
|
||||
- Custom Pass system
|
||||
- Volume framework
|
||||
- **Shader Development**:
|
||||
- HLSL shader programming
|
||||
- Shader Graph custom nodes
|
||||
- GPU instancing and batching
|
||||
|
||||
### 4. Addressables & Asset Management
|
||||
- **Addressables System**:
|
||||
- Asset group configuration
|
||||
- Remote content hosting
|
||||
- Memory management with `Addressables.Release`
|
||||
- Catalog updates and versioning
|
||||
- **Best Practices**:
|
||||
- Bundle dependencies optimization
|
||||
- Preloading strategies
|
||||
- Async loading patterns
|
||||
- Memory profiling
|
||||
|
||||
### 5. Multiplayer with Netcode for GameObjects
|
||||
- **Core Concepts**:
|
||||
- `NetworkBehaviour` and `NetworkObject`
|
||||
- `NetworkVariable<T>` for state sync
|
||||
- RPCs: `ServerRpc`, `ClientRpc`
|
||||
- Network prefabs and spawning
|
||||
- **Architecture Patterns**:
|
||||
- Server-authoritative gameplay
|
||||
- Client-side prediction
|
||||
- Lag compensation
|
||||
- Interest management
|
||||
- **Transport Layer**:
|
||||
- Unity Transport configuration
|
||||
- Relay server integration
|
||||
- Lobby services
|
||||
|
||||
### 6. Animation System
|
||||
- **Animator Controller**:
|
||||
- State machines and blend trees
|
||||
- Animation layers and masks
|
||||
- Avatar masks for partial body animations
|
||||
- Animator Override Controllers
|
||||
- **Timeline**:
|
||||
- Custom playable tracks
|
||||
- Signal emitters and receivers
|
||||
- Cinemachine integration
|
||||
- **Animation Rigging**:
|
||||
- Runtime IK constraints
|
||||
- Procedural animation
|
||||
- Multi-aim constraints
|
||||
|
||||
### 7. Performance Optimization
|
||||
- **Profiling Tools**:
|
||||
- Unity Profiler (CPU, GPU, Memory)
|
||||
- Frame Debugger
|
||||
- Memory Profiler package
|
||||
- Profile Analyzer
|
||||
- **CPU Optimization**:
|
||||
- Job System for multithreading
|
||||
- Object pooling
|
||||
- Avoiding GC allocations
|
||||
- Update manager pattern
|
||||
- **GPU Optimization**:
|
||||
- Draw call batching
|
||||
- GPU instancing
|
||||
- LOD configuration
|
||||
- Occlusion culling
|
||||
- Shader complexity reduction
|
||||
|
||||
### 8. Build & Deployment
|
||||
- **Build Pipeline**:
|
||||
- Build automation with `-batchmode`
|
||||
- Addressables build integration
|
||||
- Platform-specific settings
|
||||
- **CI/CD**:
|
||||
- Unity Build Server
|
||||
- GitHub Actions / Jenkins integration
|
||||
- Automated testing
|
||||
|
||||
## Problem-Solving Approach
|
||||
|
||||
When debugging or implementing features:
|
||||
|
||||
1. **分析优先**:完全理解上下文再提供解决方案
|
||||
2. **考虑多平台**:始终考虑不同平台的兼容性
|
||||
3. **性能意识**:每个方案都要考虑性能影响
|
||||
4. **模块化设计**:优先选择可组合、可复用的组件
|
||||
5. **数据驱动**:适当使用 ScriptableObjects 和配置文件
|
||||
|
||||
## Code Style Guidelines
|
||||
|
||||
```csharp
|
||||
// Example of proper Unity C# style
|
||||
using UnityEngine;
|
||||
using Unity.Netcode;
|
||||
|
||||
namespace MyGame.Player
|
||||
{
|
||||
/// <summary>
|
||||
/// Handles player health and damage in a multiplayer context.
|
||||
/// </summary>
|
||||
public class PlayerHealth : NetworkBehaviour
|
||||
{
|
||||
[Header("Configuration")]
|
||||
[SerializeField] private float _maxHealth = 100f;
|
||||
[SerializeField] private GameObject _deathEffectPrefab;
|
||||
|
||||
private NetworkVariable<float> _currentHealth = new(
|
||||
100f,
|
||||
NetworkVariableReadPermission.Everyone,
|
||||
NetworkVariableWritePermission.Server
|
||||
);
|
||||
|
||||
public float CurrentHealth => _currentHealth.Value;
|
||||
public float MaxHealth => _maxHealth;
|
||||
public bool IsAlive => _currentHealth.Value > 0;
|
||||
|
||||
public event System.Action<float, float> OnHealthChanged;
|
||||
public event System.Action OnDeath;
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
base.OnNetworkSpawn();
|
||||
_currentHealth.OnValueChanged += HandleHealthChanged;
|
||||
}
|
||||
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
_currentHealth.OnValueChanged -= HandleHealthChanged;
|
||||
base.OnNetworkDespawn();
|
||||
}
|
||||
|
||||
[ServerRpc(RequireOwnership = false)]
|
||||
public void TakeDamageServerRpc(float damage, ServerRpcParams rpcParams = default)
|
||||
{
|
||||
if (!IsAlive) return;
|
||||
|
||||
_currentHealth.Value = Mathf.Max(0, _currentHealth.Value - damage);
|
||||
|
||||
if (_currentHealth.Value <= 0)
|
||||
{
|
||||
HandleDeathClientRpc();
|
||||
}
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
private void HandleDeathClientRpc()
|
||||
{
|
||||
OnDeath?.Invoke();
|
||||
|
||||
if (_deathEffectPrefab != null)
|
||||
{
|
||||
Instantiate(_deathEffectPrefab, transform.position, Quaternion.identity);
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleHealthChanged(float oldValue, float newValue)
|
||||
{
|
||||
OnHealthChanged?.Invoke(newValue, _maxHealth);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Common Pitfalls to Avoid
|
||||
|
||||
- **永远不要** 在 Update 中使用 `GetComponent` - 缓存引用
|
||||
- **永远不要** 在热路径中创建字符串或使用字符串拼接
|
||||
- **永远不要** 信任客户端输入 - 服务器权威验证
|
||||
- **永远不要** 忽略 null 检查 - 使用 null 条件运算符
|
||||
- **永远不要** 在协程中使用 `new WaitForSeconds` - 缓存它
|
||||
|
||||
## Debug Commands Reference
|
||||
|
||||
```csharp
|
||||
// Useful debugging patterns
|
||||
Debug.Log($"Player Health: {_currentHealth.Value}");
|
||||
Debug.DrawRay(transform.position, transform.forward * 10f, Color.red);
|
||||
Debug.Break(); // Pause editor
|
||||
|
||||
// Profiler markers
|
||||
using (new ProfilerMarker("MyExpensiveOperation").Auto())
|
||||
{
|
||||
// Code to profile
|
||||
}
|
||||
|
||||
// Gizmos for visual debugging
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireSphere(transform.position, detectionRadius);
|
||||
}
|
||||
```
|
||||
|
||||
## Response Style
|
||||
|
||||
回答问题时:
|
||||
- **使用中文**:所有解释、说明和讨论必须使用中文
|
||||
- 提供完整的、可用于生产环境的代码示例
|
||||
- 解释架构决策背后的"为什么"
|
||||
- 在相关时引用 Unity 官方文档
|
||||
- 说明不同方案的性能影响
|
||||
- 考虑边界情况和错误处理
|
||||
- 包含相关的 using 语句和命名空间
|
||||
@@ -213,7 +213,7 @@ Material:
|
||||
- _Dst: 10
|
||||
- _DstBlend: 0
|
||||
- _DstBlendAlpha: 0
|
||||
- _EdgeValue: 0.87737954
|
||||
- _EdgeValue: 0.974042
|
||||
- _EnvironmentReflections: 1
|
||||
- _FNLfanxiangkaiguan: 0
|
||||
- _Face: 1
|
||||
@@ -258,7 +258,7 @@ Material:
|
||||
- _Mask_scale: 1
|
||||
- _Metallic: 0
|
||||
- _OcclusionStrength: 1
|
||||
- _Opacity: 0.12262046
|
||||
- _Opacity: 0.025958002
|
||||
- _Parallax: 0.005
|
||||
- _Pass: 0
|
||||
- _QueueOffset: 0
|
||||
|
||||
@@ -469,6 +469,7 @@ namespace Dreamteck.Splines
|
||||
|
||||
protected virtual void BuildMesh()
|
||||
{
|
||||
Debug.Log("Building Mesh " + gameObject.name);
|
||||
//Logic for mesh generation, automatically called in the Build method
|
||||
}
|
||||
|
||||
|
||||
@@ -1251,7 +1251,7 @@ namespace Dreamteck.Splines
|
||||
RunUpdate(true);
|
||||
}
|
||||
|
||||
private void RebuildUsers(bool immediate = false)
|
||||
public void RebuildUsers(bool immediate = false)
|
||||
{
|
||||
for (int i = _subscribers.Length - 1; i >= 0; i--)
|
||||
{
|
||||
@@ -2055,7 +2055,7 @@ namespace Dreamteck.Splines
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateConnectedNodes()
|
||||
public void UpdateConnectedNodes()
|
||||
{
|
||||
for (int i = 0; i < _nodes.Length; i++)
|
||||
{
|
||||
|
||||
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@@ -1 +1,2 @@
|
||||
ÿt¯ø’ìµCö@p
|
||||
NnŤ¦
|
||||
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»f½üwe³—ƒùQðl¶þimòÛ§º<>yñø(Ë{”H©·?7g’tIí»ˆ"ßôÜ
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||||
å\>»¾ÿèã~¿Î<C2BF>Kv.6…ôÉYw3øÉÓ·r©xC¢+ñÁ [!æ¶"¯ÈxÝh•þª<C3BE>ó\ž¬iI¡²5·Í%&nyƒ‹ äèL°N¶ ®½òm´Èà}ANÅYîœDDm@†ÿ* SÙN8î3ñjt§„¹5W‚ªûrIuŠþ)"ßeW JáDÐÏ˯˜ä’$‘å\<5C>Îr»¤=ù{Y›«Í,ÎÈð¾ÒÍMÔíw…è àÊ šôž<C3B4>û‰ªÂ<C2AA>>Á›ËGºÅb;êªçÚ—L©ŠCâÙzi|NŸ"fž'-éÝÞAL
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p¢yXX(ÄãFy'¹J
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userData:
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assetBundleVariant:
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||||
@@ -169,10 +169,10 @@ MonoBehaviour:
|
||||
- difficultyIndex: 1
|
||||
difficultyName: Hard
|
||||
displayDifficultyName:
|
||||
difficultyValue: 0
|
||||
charterName:
|
||||
difficultyValue: 12
|
||||
charterName: MZLBE
|
||||
color: {r: 1, g: 0.2, b: 0.2, a: 1}
|
||||
isAvailable: 0
|
||||
isAvailable: 1
|
||||
- difficultyIndex: 2
|
||||
difficultyName: Farewell
|
||||
displayDifficultyName:
|
||||
@@ -206,10 +206,10 @@ MonoBehaviour:
|
||||
- difficultyIndex: 1
|
||||
difficultyName: Hard
|
||||
displayDifficultyName:
|
||||
difficultyValue: 0
|
||||
charterName:
|
||||
difficultyValue: 8
|
||||
charterName: Mr.FE
|
||||
color: {r: 1, g: 0.2, b: 0.2, a: 1}
|
||||
isAvailable: 0
|
||||
isAvailable: 1
|
||||
- difficultyIndex: 2
|
||||
difficultyName: Moonbeam
|
||||
displayDifficultyName:
|
||||
|
||||
@@ -48,6 +48,11 @@ namespace Ichni.RhythmGame
|
||||
}
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
if(trackPathSubmodule != null) trackPathSubmodule.refreshedThisFrame = false;
|
||||
}
|
||||
|
||||
public override void AfterInitialize()
|
||||
{
|
||||
base.AfterInitialize();
|
||||
@@ -56,6 +61,18 @@ namespace Ichni.RhythmGame
|
||||
{
|
||||
trackPathSubmodule.ClosePath();
|
||||
}
|
||||
|
||||
if(trackRendererSubmodule != null)
|
||||
{
|
||||
//var path = trackPathSubmodule!.path;
|
||||
|
||||
trackRendererSubmodule.meshGenerator.autoUpdate = false;
|
||||
/*path.ResampleTransform();
|
||||
path.Subscribe(trackRendererSubmodule.meshGenerator);
|
||||
path.EditorUpdateConnectedNodes();
|
||||
path.RebuildImmediate(true, true);*/
|
||||
//path.EditorAwake();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -17,6 +17,8 @@ namespace Ichni.RhythmGame
|
||||
public Track.TrackSamplingType trackSamplingType;
|
||||
public bool isClosed;
|
||||
|
||||
public bool refreshedThisFrame = false;
|
||||
|
||||
public bool isShowingDisplay;
|
||||
|
||||
public TrackPathSubmodule(Track track, Track.TrackSpaceType trackSpaceType,
|
||||
@@ -79,16 +81,17 @@ namespace Ichni.RhythmGame
|
||||
|
||||
public override void Refresh()
|
||||
{
|
||||
if(refreshedThisFrame) return;
|
||||
refreshedThisFrame = true;
|
||||
|
||||
SetTrackSpaceType((int)trackSpaceType);
|
||||
SetUpSplineComputer(trackSpaceType, trackSamplingType);
|
||||
|
||||
|
||||
foreach (var pathNode in pathNodeList)
|
||||
{
|
||||
SetPathNode(pathNode);
|
||||
}
|
||||
ClosePath();
|
||||
path.Rebuild(true);
|
||||
path.RebuildImmediate(true, true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -3,6 +3,7 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Dreamteck.Splines;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using UniRx;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
@@ -39,84 +39,6 @@ namespace Ichni
|
||||
List<InputUnitSwipe> tapSwipeList = inputUnitSwipeList.Where(x => x.isFirst).ToList();
|
||||
List<InputUnitSwipe> holdSwipeList = inputUnitSwipeList.Where(x => !x.isFirst).ToList();
|
||||
|
||||
foreach (InputUnitTap inputUnitTap in inputUnitTapList)
|
||||
{
|
||||
List<Tap> availableTaps = new List<Tap>();
|
||||
foreach (Tap tap in checkingTapList)
|
||||
{
|
||||
if (tap.CheckJudgeAvailability(inputUnitTap))
|
||||
{
|
||||
availableTaps.Add(tap);
|
||||
}
|
||||
}
|
||||
|
||||
List<Hold> availableHolds = new List<Hold>();
|
||||
foreach (Hold hold in checkingHoldList)
|
||||
{
|
||||
if (hold.CheckJudgeAvailability(inputUnitTap))
|
||||
{
|
||||
availableHolds.Add(hold);
|
||||
}
|
||||
}
|
||||
|
||||
bool haveTap = availableTaps.Count > 0;
|
||||
bool haveHold = availableHolds.Count > 0;
|
||||
|
||||
if (haveHold && haveTap)
|
||||
{
|
||||
List<Hold> minHolds = GetAllMinNotes(availableHolds);
|
||||
List<Tap> minTaps = GetAllMinNotes(availableTaps);
|
||||
Hold closestHold = minHolds[0];
|
||||
Tap closestTap = minTaps[0];
|
||||
if (closestHold.exactJudgeTime < closestTap.exactJudgeTime)
|
||||
{
|
||||
if (minHolds.Count == 1)
|
||||
{
|
||||
minHolds[0].ExecuteStartJudge();
|
||||
}
|
||||
else
|
||||
{
|
||||
GetNearestNote(minHolds, inputUnitTap.inputPosition).ExecuteStartJudge();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (minTaps.Count == 1)
|
||||
{
|
||||
minTaps[0].ExecuteStartJudge();
|
||||
}
|
||||
else
|
||||
{
|
||||
GetNearestNote(minTaps, inputUnitTap.inputPosition).ExecuteStartJudge();
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (haveHold)
|
||||
{
|
||||
List<Hold> minHolds = GetAllMinNotes(availableHolds);
|
||||
if (minHolds.Count == 1)
|
||||
{
|
||||
minHolds[0].ExecuteStartJudge();
|
||||
}
|
||||
else
|
||||
{
|
||||
GetNearestNote(minHolds, inputUnitTap.inputPosition).ExecuteStartJudge();
|
||||
}
|
||||
}
|
||||
else if (haveTap)
|
||||
{
|
||||
List<Tap> minTaps = GetAllMinNotes(availableTaps);
|
||||
if (minTaps.Count == 1)
|
||||
{
|
||||
minTaps[0].ExecuteStartJudge();
|
||||
}
|
||||
else
|
||||
{
|
||||
GetNearestNote(minTaps, inputUnitTap.inputPosition).ExecuteStartJudge();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (InputUnitSwipe tapSwipe in tapSwipeList)
|
||||
{
|
||||
List<Flick> availableFlicks = new List<Flick>();
|
||||
@@ -161,6 +83,121 @@ namespace Ichni
|
||||
}
|
||||
}
|
||||
|
||||
foreach (InputUnitTap inputUnitTap in inputUnitTapList)
|
||||
{
|
||||
List<Tap> availableTaps = new List<Tap>();
|
||||
foreach (Tap tap in checkingTapList)
|
||||
{
|
||||
if (tap.CheckJudgeAvailability(inputUnitTap))
|
||||
{
|
||||
availableTaps.Add(tap);
|
||||
}
|
||||
}
|
||||
|
||||
List<Hold> availableHolds = new List<Hold>();
|
||||
foreach (Hold hold in checkingHoldList)
|
||||
{
|
||||
if (hold.CheckJudgeAvailability(inputUnitTap))
|
||||
{
|
||||
availableHolds.Add(hold);
|
||||
}
|
||||
}
|
||||
|
||||
bool haveTap = availableTaps.Count > 0;
|
||||
bool haveHold = availableHolds.Count > 0;
|
||||
|
||||
Flick closestFlick = null;
|
||||
InputUnitSwipe assumedSwipe = new InputUnitSwipe(inputUnitTap.fingerId, inputUnitTap.inputPosition, true, true, Vector2.zero);
|
||||
foreach (Flick flick in checkingFlickList)
|
||||
{
|
||||
if (flick.CheckJudgeAvailability(assumedSwipe))
|
||||
{
|
||||
if (closestFlick == null || flick.exactJudgeTime < closestFlick.exactJudgeTime)
|
||||
{
|
||||
closestFlick = flick;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (haveHold && haveTap)
|
||||
{
|
||||
List<Hold> minHolds = GetAllMinNotes(availableHolds);
|
||||
List<Tap> minTaps = GetAllMinNotes(availableTaps);
|
||||
Hold closestHold = minHolds[0];
|
||||
Tap closestTap = minTaps[0];
|
||||
bool holdBlockedByFlick = false;
|
||||
bool tapBlockedByFlick = false;
|
||||
|
||||
if (closestFlick != null)
|
||||
{
|
||||
if (closestFlick.exactJudgeTime < closestHold.exactJudgeTime)
|
||||
{
|
||||
holdBlockedByFlick = true;
|
||||
}
|
||||
|
||||
if (closestFlick.exactJudgeTime < closestTap.exactJudgeTime)
|
||||
{
|
||||
tapBlockedByFlick = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!holdBlockedByFlick && closestHold.exactJudgeTime < closestTap.exactJudgeTime)
|
||||
{
|
||||
if (minHolds.Count == 1)
|
||||
{
|
||||
minHolds[0].ExecuteStartJudge();
|
||||
}
|
||||
else
|
||||
{
|
||||
GetNearestNote(minHolds, inputUnitTap.inputPosition).ExecuteStartJudge();
|
||||
}
|
||||
}
|
||||
else if (!tapBlockedByFlick)
|
||||
{
|
||||
if (minTaps.Count == 1)
|
||||
{
|
||||
minTaps[0].ExecuteStartJudge();
|
||||
}
|
||||
else
|
||||
{
|
||||
GetNearestNote(minTaps, inputUnitTap.inputPosition).ExecuteStartJudge();
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (haveHold)
|
||||
{
|
||||
List<Hold> minHolds = GetAllMinNotes(availableHolds);
|
||||
bool holdBlockedByFlick = closestFlick != null && closestFlick.exactJudgeTime < minHolds[0].exactJudgeTime;
|
||||
if (!holdBlockedByFlick)
|
||||
{
|
||||
if (minHolds.Count == 1)
|
||||
{
|
||||
minHolds[0].ExecuteStartJudge();
|
||||
}
|
||||
else
|
||||
{
|
||||
GetNearestNote(minHolds, inputUnitTap.inputPosition).ExecuteStartJudge();
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (haveTap)
|
||||
{
|
||||
List<Tap> minTaps = GetAllMinNotes(availableTaps);
|
||||
bool tapBlockedByFlick = closestFlick != null && closestFlick.exactJudgeTime < minTaps[0].exactJudgeTime;
|
||||
if (!tapBlockedByFlick)
|
||||
{
|
||||
if (minTaps.Count == 1)
|
||||
{
|
||||
minTaps[0].ExecuteStartJudge();
|
||||
}
|
||||
else
|
||||
{
|
||||
GetNearestNote(minTaps, inputUnitTap.inputPosition).ExecuteStartJudge();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (InputUnitTouch inputUnitTouch in inputUnitTouchList)
|
||||
{
|
||||
List<Stay> availableStays = new List<Stay>();
|
||||
|
||||
@@ -44,7 +44,7 @@ Shader "Soullies/TrackShader"
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
||||
ZTest LEqual
|
||||
ZWrite Off
|
||||
ZWrite [_ZWrite]
|
||||
Offset 0 , 0
|
||||
ColorMask RGBA
|
||||
|
||||
@@ -193,7 +193,7 @@ Shader "Soullies/TrackShader"
|
||||
|
||||
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
|
||||
ZTest LEqual
|
||||
ZWrite Off
|
||||
ZWrite [_ZWrite]
|
||||
Offset 0 , 0
|
||||
ColorMask RGBA
|
||||
|
||||
@@ -564,7 +564,7 @@ Shader "Soullies/TrackShader"
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=19501
|
||||
Node;AmplifyShaderEditor.SamplerNode;6;-992,-272;Inherit;True;Property;_MainTexture;MainTexture;0;0;Create;True;0;0;0;False;0;False;-1;None;b48cbbfc5b4a8f243b7275d66a4961f7;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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||||
Node;AmplifyShaderEditor.SamplerNode;6;-992,-272;Inherit;True;Property;_MainTexture;MainTexture;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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||||
Node;AmplifyShaderEditor.BreakToComponentsNode;10;-672,-272;Inherit;False;COLOR;1;0;COLOR;0,0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
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||||
Node;AmplifyShaderEditor.RangedFloatNode;75;-880,-480;Inherit;False;Property;_UseRedAsAlpha;UseRedAsAlpha;4;1;[Toggle];Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.Compare;74;-480,-496;Inherit;False;0;4;0;FLOAT;0;False;1;FLOAT;1;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT;0
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||||
@@ -577,10 +577,10 @@ Node;AmplifyShaderEditor.SimpleMultiplyOpNode;14;-16,-192;Inherit;False;2;2;0;CO
|
||||
Node;AmplifyShaderEditor.Compare;88;256,0;Inherit;False;0;4;0;FLOAT;0;False;1;FLOAT;1;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;1;COLOR;0
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104
Assets/ThemeBundles/Basic/Materials/PseudoShadow.shader
Normal file
104
Assets/ThemeBundles/Basic/Materials/PseudoShadow.shader
Normal file
@@ -0,0 +1,104 @@
|
||||
Shader "Custom/ImprovedPseudoShadow" {
|
||||
Properties {
|
||||
[Header(Base)]
|
||||
_MainTex ("Texture", 2D) = "white" {}
|
||||
_Color ("Main Color", Color) = (1,1,1,1)
|
||||
|
||||
[Header(Shadow)]
|
||||
_ShadowColor ("Shadow Color", Color) = (0.2, 0.2, 0.3, 1) // 默认偏蓝的阴影
|
||||
_ShadowThreshold ("Shadow Threshold", Range(-1,1)) = 0.0
|
||||
_ShadowSmoothness ("Shadow Smoothness", Range(0,1)) = 0.1
|
||||
|
||||
[Header(Lighting Mode)]
|
||||
_UseWorldLight ("Use Fixed World Light?", Range(0,1)) = 0
|
||||
_FakeLightDir ("Fake Light Dir (XYZ)", Vector) = (0.5, 1, 0.5, 0) // 模拟从右上方来的光
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags { "RenderType"="Transparent" }
|
||||
LOD 100
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
// 开启 GPU Instancing 支持
|
||||
#pragma multi_compile_instancing
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata {
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float2 uv : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID // Instancing ID
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
float lightFactor : TEXCOORD1; // 传递光照因子
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID // Instancing ID
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
// 声明 Instancing 属性变量
|
||||
UNITY_INSTANCING_BUFFER_START(Props)
|
||||
UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color)
|
||||
UNITY_DEFINE_INSTANCED_PROP(fixed4, _ShadowColor)
|
||||
UNITY_DEFINE_INSTANCED_PROP(float4, _FakeLightDir)
|
||||
UNITY_DEFINE_INSTANCED_PROP(float, _ShadowThreshold)
|
||||
UNITY_DEFINE_INSTANCED_PROP(float, _ShadowSmoothness)
|
||||
UNITY_DEFINE_INSTANCED_PROP(float, _UseWorldLight)
|
||||
UNITY_INSTANCING_BUFFER_END(Props)
|
||||
|
||||
v2f vert (appdata v) {
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(o, v);
|
||||
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
|
||||
float3 normalWorld = UnityObjectToWorldNormal(v.normal);
|
||||
float3 lightDir;
|
||||
|
||||
float useWorldLight = UNITY_ACCESS_INSTANCED_PROP(Props, _UseWorldLight);
|
||||
float3 fakeDir = normalize(UNITY_ACCESS_INSTANCED_PROP(Props, _FakeLightDir).xyz);
|
||||
float3 viewDir = normalize(WorldSpaceViewDir(v.vertex));
|
||||
// 用lerp实现分支
|
||||
lightDir = normalize(lerp(viewDir, fakeDir, useWorldLight));
|
||||
|
||||
float dotProduct = dot(normalWorld, lightDir);
|
||||
o.lightFactor = dotProduct;
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target {
|
||||
UNITY_SETUP_INSTANCE_ID(i);
|
||||
|
||||
// 获取属性
|
||||
fixed4 mainColor = UNITY_ACCESS_INSTANCED_PROP(Props, _Color);
|
||||
fixed4 shadowColor = UNITY_ACCESS_INSTANCED_PROP(Props, _ShadowColor);
|
||||
float threshold = UNITY_ACCESS_INSTANCED_PROP(Props, _ShadowThreshold);
|
||||
float smoothness = UNITY_ACCESS_INSTANCED_PROP(Props, _ShadowSmoothness);
|
||||
|
||||
fixed4 texCol = tex2D(_MainTex, i.uv) * mainColor;
|
||||
|
||||
// 改进2:更平滑且可控的阈值计算 (Smoothstep)
|
||||
// lightFactor 越大说明越直接面对光源
|
||||
float lightIntensity = smoothstep(threshold, threshold + smoothness, i.lightFactor);
|
||||
|
||||
// 改进3:基于光照强度的颜色插值 (Lerp)
|
||||
// 0 (背光) -> ShadowColor
|
||||
// 1 (受光) -> Texture Color
|
||||
fixed3 finalRGB = lerp(shadowColor.rgb * texCol.rgb, texCol.rgb, lightIntensity);
|
||||
|
||||
return fixed4(finalRGB, texCol.a);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
FallBack "VertexLit"
|
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}
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: c021be98004cdbc488ba46d630d8c33b
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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m_EditorClassIdentifier:
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serializationData:
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parentElement: {fileID: 0}
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connectedTab: {fileID: 0}
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themeBundleName:
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useWorldLight: 0
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fakeLightDir: {x: 0.5, y: 1, z: 0.5}
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@@ -11,7 +11,7 @@ GameObject:
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- component: {fileID: 8326979962366963383}
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m_Layer: 0
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m_TagString: Untagged
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: 2100000, guid: 31321ba15b8f8eb4c954353edc038b1d, type: 2}
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m_EditorClassIdentifier:
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serializationData:
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parentElement: {fileID: 0}
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connectedTab: {fileID: 0}
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shadowRenderer: {fileID: 4412636128543054888}
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shadowThreshold: 0.2
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shadowSmoothness: 0.5
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useWorldLight: 0
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fakeLightDir: {x: 0.5, y: 1, z: 0.5}
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m_Layer: 0
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m_Name: Cylinder
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m_TagString: Untagged
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@@ -62,7 +62,7 @@ MeshRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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m_CorrespondingSourceObject: {fileID: 0}
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parentElement: {fileID: 0}
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connectedTab: {fileID: 0}
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connectedTab: {fileID: 0}
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connectedTab: {fileID: 0}
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fakeLightDir: {x: 0.5, y: 1, z: 0.5}
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@@ -0,0 +1,90 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using Ichni.RhythmGame;
|
||||
using Ichni.RhythmGame.Beatmap;
|
||||
using System.Collections.Generic;
|
||||
using Beatmap;
|
||||
|
||||
namespace Ichni.RhythmGame
|
||||
{
|
||||
// 以EnvironmentObject为基底,支持伪阴影shader参数刷新
|
||||
public class BasicEnvironmentObject : EnvironmentObject
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||||
{
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||||
[Header("Pseudo Shadow Settings")]
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||||
public Renderer shadowRenderer; // 指向带有伪阴影shader的Renderer
|
||||
|
||||
[Range(-1, 1)] public float shadowThreshold = 0.2f;
|
||||
[Range(0, 1)] public float shadowSmoothness = 0.5f;
|
||||
public bool useWorldLight = false;
|
||||
public Vector3 fakeLightDir = new Vector3(0.5f, 1, 0.5f);
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||||
public override bool haveEmission => true;
|
||||
public static BasicEnvironmentObject GenerateElement(string elementName, Guid id, List<string> tags,
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||||
bool isFirstGenerated, string themeBundleName, string objectName, GameElement parentElement,
|
||||
bool isStatic,
|
||||
float shadowThreshold, float shadowSmoothness, bool useWorldLight, Vector3 fakeLightDir)
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{
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||||
BasicEnvironmentObject basicEnvObj = EnvironmentObject.GenerateElement(elementName, id, tags,
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isFirstGenerated, themeBundleName, objectName, parentElement, isStatic).GetComponent<BasicEnvironmentObject>();
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||||
|
||||
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basicEnvObj.shadowThreshold = shadowThreshold;
|
||||
basicEnvObj.shadowSmoothness = shadowSmoothness;
|
||||
basicEnvObj.useWorldLight = useWorldLight;
|
||||
basicEnvObj.fakeLightDir = fakeLightDir;
|
||||
return basicEnvObj;
|
||||
}
|
||||
public override void Refresh()
|
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{
|
||||
base.Refresh();
|
||||
if (shadowRenderer == null || shadowRenderer.material == null) return;
|
||||
var mat = shadowRenderer.material;
|
||||
mat.SetColor("_Color", colorSubmodule.currentBaseColor);
|
||||
mat.SetColor("_ShadowColor", colorSubmodule.currentEmissionColor);
|
||||
mat.SetFloat("_ShadowThreshold", shadowThreshold);
|
||||
mat.SetFloat("_ShadowSmoothness", shadowSmoothness);
|
||||
mat.SetVector("_FakeLightDir", new Vector4(fakeLightDir.x, fakeLightDir.y, fakeLightDir.z, 0));
|
||||
mat.SetFloat("_UseWorldLight", useWorldLight ? 1 : 0);
|
||||
}
|
||||
|
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public override void SaveBM()
|
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{
|
||||
base.SaveBM();
|
||||
matchedBM = new BasicEnvironmentObject_BM(elementName, elementGuid, tags, parentElement.matchedBM as GameElement_BM,
|
||||
themeBundleName, objectName, isStatic,
|
||||
shadowThreshold, shadowSmoothness, useWorldLight, fakeLightDir);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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namespace Beatmap
|
||||
{
|
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public class BasicEnvironmentObject_BM : EnvironmentObject_BM
|
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{
|
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|
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public float shadowThreshold;
|
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public float shadowSmoothness;
|
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public bool useWorldLight;
|
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public Vector3 fakeLightDir;
|
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|
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public BasicEnvironmentObject_BM() { }
|
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public BasicEnvironmentObject_BM(string elementName, Guid elementGuid, List<string> tags, GameElement_BM parentElement,
|
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string themeBundleName, string objectName, bool isStatic,
|
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float shadowThreshold, float shadowSmoothness, bool useWorldLight, Vector3 fakeLightDir)
|
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: base(elementName, elementGuid, tags, parentElement, themeBundleName, objectName, isStatic)
|
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{
|
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|
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this.shadowThreshold = shadowThreshold;
|
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this.shadowSmoothness = shadowSmoothness;
|
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this.useWorldLight = useWorldLight;
|
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this.fakeLightDir = fakeLightDir;
|
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}
|
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|
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public override void ExecuteBM()
|
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{
|
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matchedElement = BasicEnvironmentObject.GenerateElement(elementName, elementGuid, tags, false,
|
||||
themeBundleName, objectName, GetElement(attachedElementGuid), isStatic,
|
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shadowThreshold, shadowSmoothness, useWorldLight, fakeLightDir);
|
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}
|
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}
|
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}
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@@ -0,0 +1,11 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -71,8 +71,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
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base.WhenStart();
|
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trailRenderer.emitting = true;
|
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trailRenderer.Clear();
|
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headPoint.gameObject.SetActive(false);
|
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headCircle.gameObject.SetActive(false);
|
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//headPoint.gameObject.SetActive(false);
|
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//headCircle.gameObject.SetActive(false);
|
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}
|
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|
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public override void Refresh()
|
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@@ -129,8 +129,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
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enableHeadSequence.Join(headCircle.transform.DOScale(headSize, enableProcessTime).SetEase(Ease.OutQuad));
|
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enableHeadSequence.OnStart(() =>
|
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{
|
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headPoint.gameObject.SetActive(true);
|
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headCircle.gameObject.SetActive(true);
|
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//headPoint.gameObject.SetActive(true);
|
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//headCircle.gameObject.SetActive(true);
|
||||
});
|
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enableHeadSequence.Play();
|
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}
|
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@@ -145,8 +145,8 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse
|
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disableHeadSequence.Join(headCircle.transform.DOScale(0, enableProcessTime).SetEase(Ease.OutQuad));
|
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disableHeadSequence.OnComplete(() =>
|
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{
|
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headPoint.gameObject.SetActive(false);
|
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headCircle.gameObject.SetActive(false);
|
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//headPoint.gameObject.SetActive(false);
|
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//headCircle.gameObject.SetActive(false);
|
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});
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disableHeadSequence.Play();
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}
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Reference in New Issue
Block a user