
任务:替换和实装美术素材 1.在教程场景布置图标和文字提示内容 DONE 2.制作GamePlay中背景元素的动画并实装 DONE 3.替换拆迁障碍物美术素材 DONE 任务:实装音乐和音效 1.为两个场景添加音乐,并且在GamePlay场景不重开音乐。 DONE 2.实装人摔地音效 DONE 3.实装人跑动音效 DONE 4.实装人马分离音效 DONE 5.实装创烂障碍物音效 DOING 6.实装圣火点燃音效 7.实装马磕磕碰碰音效 8.实装马似音效 9.实装马着地音效 10.实装马起跳音效 任务:实装特效 …… 任务:完善没写的零散逻辑 1.在教程场景,若人马分离障碍处没接到人,过一个转场然后复位人和马 **:仍然存在问题,当如此,人的动画失效。这个问题现在不好修,等待人的死亡动画实装后再修 WAIT 2.在教程场景,点燃圣火仅有进入触发器后加载转场然后转移场景的功能,没有点燃圣火的过程,现补充其逻辑 DONE 3.开发GamePlay距离记录和重开系统 …… 修复Bug 1.在教程场景,可破坏障碍物的碎片的层级不对,创烂瞬间会有层级突变的问题。在GamePlay层级,也出现了这个问题。 2.现在的高障碍实在太高了,基本有80%以上的概率导致马翻,应该调低障碍物、或者调大马的跳跃力度。
107 lines
3.0 KiB
Plaintext
107 lines
3.0 KiB
Plaintext
// Simplified SDF shader:
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// - No Shading Option (bevel / bump / env map)
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// - No Glow Option
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// - Softness is applied on both side of the outline
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Shader "TextMeshPro/Mobile/Distance Field SSD" {
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Properties {
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[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1,1)) = 0
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[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
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_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
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[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
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_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
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_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
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_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
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_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
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_WeightNormal ("Weight Normal", float) = 0
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_WeightBold ("Weight Bold", float) = .5
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_ShaderFlags ("Flags", float) = 0
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_ScaleRatioA ("Scale RatioA", float) = 1
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_ScaleRatioB ("Scale RatioB", float) = 1
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_ScaleRatioC ("Scale RatioC", float) = 1
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_MainTex ("Font Atlas", 2D) = "white" {}
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_TextureWidth ("Texture Width", float) = 512
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_TextureHeight ("Texture Height", float) = 512
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_GradientScale ("Gradient Scale", float) = 5
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_ScaleX ("Scale X", float) = 1
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_ScaleY ("Scale Y", float) = 1
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_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
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_Sharpness ("Sharpness", Range(-1,1)) = 0
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_VertexOffsetY ("Vertex OffsetY", float) = 0
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_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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_MaskSoftnessX ("Mask SoftnessX", float) = 0
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_MaskSoftnessY ("Mask SoftnessY", float) = 0
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_MaskTex ("Mask Texture", 2D) = "white" {}
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_MaskInverse ("Inverse", float) = 0
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_MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
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_MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
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_MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_CullMode ("Cull Mode", Float) = 0
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_ColorMask ("Color Mask", Float) = 15
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}
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SubShader {
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Tags {
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull [_CullMode]
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ZWrite Off
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Lighting Off
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Fog { Mode Off }
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ZTest [unity_GUIZTestMode]
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Blend One OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass {
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CGPROGRAM
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#pragma vertex VertShader
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#pragma fragment PixShader
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#pragma shader_feature __ OUTLINE_ON
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#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#include "TMPro_Properties.cginc"
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#include "TMPro_Mobile.cginc"
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ENDCG
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}
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}
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CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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}
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