2.添加了Shader的框架(与屏幕后特效相关) 1)加入了LightController的代码文件,主要控制烛光等灯光的空气扰动现象 2)加入了VolumeController的代码文件,主要与屏幕后特效的控制变量相关 3)在场景中加入了Volume的对象,控制屏幕后特效Shader的运行 3.挪动了场景中煤油灯的位置,并且为煤油灯添加了会产生空气扰动使光范围发生变化的功能 4.为测试场景中的镜子添加了临时提示光边Shader
48 lines
1.2 KiB
C#
48 lines
1.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Security.Cryptography;
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using UnityEngine;
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public class BoomShader : MonoBehaviour
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{
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//这是控制炸弹爆炸后冲击波产生的脚本,是霄酱写的🤔
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public Material boomMaterial;//爆炸shader的材质
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private Vector2 boomPos;//爆炸坐标
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private bool isBoom = false;//是否爆炸
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// Start is called before the first frame update
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void Start()
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{
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boomMaterial.SetFloat("WaveSpread_Value",0);
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isBoom = true;
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Invoke("setBoom",0.5f);
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}
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// Update is called once per frame
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void Update()
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{
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if (isBoom)
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{
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UpdateBoom();
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}
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}
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private void UpdateBoom()
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{
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boomPos = Camera.main.WorldToViewportPoint(new Vector2(transform.position.x, transform.position.y));
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boomMaterial.SetVector("Center",boomPos);
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boomMaterial.SetFloat("WaveSpread_Value",boomMaterial.GetFloat("WaveSpread_Value")+0.2f);
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}
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private void setBoom()
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{
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isBoom = false;
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boomMaterial.SetFloat("WaveSpread_Value",0);
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Destroy(gameObject);
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}
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public void SetboomPos(Vector2 pos)
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{
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this.boomPos = pos;
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}
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}
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