根据提供的code differences信息,由于没有具体的代码变更内容,我将生成一个通用的commit message模板:

```
docs(readme): 更新文档说明

- 添加项目使用指南
- 完善API接口说明
- 修正错误的配置示例
```

注意:由于您提供的code differences部分为空,以上是一个示例模板。当您有具体的代码变更时,请提供详细的变更内容以便生成更准确的commit message。
This commit is contained in:
huadexuan committed 2026-10-02 10:04:12 +08:00
1 parent 8d58c2223c
commit 11f1af357d
191 files changed
+2315 -1539

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using UnityEngine;
/// <summary>
/// 地面裂纹特效控制器
/// 挂在平躺的 Quad 上,砸地/劈砍命中时调用 Play()
/// 流程:扩散(0→1) → 保持 → 淡出 → 结束
/// </summary>
[RequireComponent(typeof(Renderer))]
public class GroundCrack : MonoBehaviour
{
[Header("时间")]
public float spreadTime = 0.3f; // 裂纹扩散时间
public float holdTime = 0.8f; // 保持时间
public float fadeTime = 0.6f; // 淡出时间
[Header("外观")]
public Color crackColor = Color.black; // 裂纹颜色(黑=普通地裂,红=熔岩,紫=暗影)
public Color glowColor = new Color(1f, 0.3f, 0f, 0f); // 发光色(A=0不发光)
[Header("测试")]
public bool autoPlayOnStart = true;
private Material mat;
private float timer;
private int state; // 0=扩散 1=保持 2=淡出 3=结束
private bool initialized;
void Start()
{
Init();
if (autoPlayOnStart) Play();
}
private void Init()
{
if (initialized) return;
mat = GetComponent<Renderer>().material;
mat.SetFloat("_Progress", 0f);
mat.SetFloat("_Opacity", 0f);
initialized = true;
}
/// <summary>
/// 砸地/劈砍命中时调用
/// </summary>
[ContextMenu("▶ 播放一次")]
public void Play()
{
Init();
timer = 0f;
state = 0;
mat.SetFloat("_Opacity", 1f);
mat.SetFloat("_Progress", 0f);
mat.SetColor("_CrackColor", crackColor);
mat.SetColor("_GlowColor", glowColor);
Debug.Log("[GroundCrack] 裂纹触发");
}
void Update()
{
if (state >= 3) return;
timer += Time.deltaTime;
if (state == 0) // 扩散
{
float p = Mathf.Clamp01(timer / spreadTime);
mat.SetFloat("_Progress", p);
if (timer >= spreadTime) { state = 1; timer = 0f; }
}
else if (state == 1) // 保持
{
if (timer >= holdTime) { state = 2; timer = 0f; }
}
else if (state == 2) // 淡出
{
float f = 1f - Mathf.Clamp01(timer / fadeTime);
mat.SetFloat("_Opacity", f);
if (timer >= fadeTime)
{
state = 3;
mat.SetFloat("_Opacity", 0f);
Debug.Log("[GroundCrack] 裂纹结束");
}
}
}
}
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// 地面裂纹 Shader
// 挂在平躺的 Quad 上:裂纹贴图 + 径向扩散 + 颜色染色 + 整体淡出
Shader "Custom/GroundCrack"
{
Properties
{
_CrackTex ("裂纹贴图 (A=裂纹)", 2D) = "white" {}
_CrackColor ("裂纹颜色", Color) = (0, 0, 0, 1) // 默认黑色
_GlowColor ("裂纹发光色 (A=强度)", Color) = (1, 0.3, 0, 0) // 默认不发光
_Progress ("扩散进度 (0~1)", Range(0, 1)) = 0
_Opacity ("整体透明度 (0~1)", Range(0, 1)) = 1
_RevealSoft ("扩散边缘柔化", Range(0.01, 0.3)) = 0.1
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent+1" "IgnoreProjector"="True" }
LOD 100
ZWrite Off
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _CrackTex;
float4 _CrackTex_ST;
float4 _CrackColor;
float4 _GlowColor;
float _Progress;
float _Opacity;
float _RevealSoft;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _CrackTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// 以 UV 中心为圆心,归一化距离(中心0,边缘约1)
float2 p = i.uv - 0.5;
float dist = length(p) * 2.0;
// 径向扩散:进度越大,可见范围越远
float reveal = 1.0 - smoothstep(_Progress - _RevealSoft, _Progress, dist);
// 裂纹形状(取贴图 Alpha)
float crack = tex2D(_CrackTex, i.uv).a;
float alpha = crack * reveal * _Opacity * _CrackColor.a;
float3 col = _CrackColor.rgb;
// 发光叠加(熔岩红/暗影紫等,A=0时不发光)
col += _GlowColor.rgb * _GlowColor.a * crack * reveal;
return float4(col, alpha);
}
ENDCG
}
}
}
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