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+/// 挂在平躺的 Quad 上,砸地命中帧调用 Play() +/// +[RequireComponent(typeof(Renderer))] +public class ShockwaveRing : MonoBehaviour +{ + [Header("扩散持续时间(秒)")] + public float duration = 0.6f; + + [Header("起始缩放(可选,Play 时自动应用)")] + public Vector3 startScale = new Vector3(8f, 8f, 1f); + + private Material mat; + private float timer = -1f; + + void Start() + { + // 用 .material 生成独立实例,不影响材质资产 + mat = GetComponent().material; + mat.SetFloat("_Progress", 0f); + transform.localScale = startScale; + gameObject.SetActive(false); + } + + /// + /// 外部调用:石头人拳头砸到地面的那一帧触发 + /// + public void Play() + { + gameObject.SetActive(true); + timer = 0f; + mat.SetFloat("_Progress", 0f); + } + + void Update() + { + if (timer < 0f) return; + + timer += Time.deltaTime; + float progress = Mathf.Clamp01(timer / duration); + mat.SetFloat("_Progress", progress); + + // 扩散结束自动隐藏 + if (progress >= 1f) + { + gameObject.SetActive(false); + timer = -1f; + } + } +} +//(注:内容由AI生成) diff --git 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("圆环颜色", Color) = (0.8, 0.75, 0.6, 1.0) + _Progress ("扩散进度 (0~1)", Range(0, 1)) = 0 + _RingWidth ("圆环粗细", Range(0.02, 0.3)) = 0.08 + _Softness ("边缘柔化", Range(0.001, 0.1)) = 0.02 + } + SubShader + { + Tags { "RenderType"="Transparent" "Queue"="Transparent" "IgnoreProjector"="True" } + LOD 100 + ZWrite 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 + { + float2 uv : TEXCOORD0; + float4 vertex : SV_POSITION; + }; + + float4 _RingColor; + float _Progress; + float _RingWidth; + float _Softness; + + v2f vert (appdata v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + o.uv = v.uv; + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + // 以 UV 中心(0.5,0.5)为圆心 + float2 p = i.uv - 0.5; + float dist = length(p); + + // 当前圆环半径:从中心(0)扩散到边缘(0.5) + float radius = _Progress * 0.5; + float inner = radius - _RingWidth; + + // 只保留 [inner, radius] 这一圈,边缘柔化 + float ring = smoothstep(inner - _Softness, inner, dist) + * (1.0 - smoothstep(radius - _Softness, radius, dist)); + + // 越扩散越淡 + float alpha = ring * (1.0 - _Progress) * _RingColor.a; + + return float4(_RingColor.rgb, alpha); + } + ENDCG + } + } +} diff --git a/Assets/Prefabs/特效/扩散光圈/ShockwaveRing.shader.meta b/Assets/Prefabs/特效/扩散光圈/ShockwaveRing.shader.meta new file mode 100644 index 0000000..f118f68 --- /dev/null +++ b/Assets/Prefabs/特效/扩散光圈/ShockwaveRing.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: B3NJvX6lVn70pO0vvWO5tPrkuX6N6JjA46uenP7dqYXN1/u9Xe0qwco= +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prefabs/特效/眩晕特效.meta b/Assets/Prefabs/特效/眩晕头顶星星.meta similarity index 100% rename from Assets/Prefabs/特效/眩晕特效.meta rename to Assets/Prefabs/特效/眩晕头顶星星.meta diff --git a/Assets/Prefabs/特效/眩晕特效/星星新.png b/Assets/Prefabs/特效/眩晕头顶星星/星星新.png similarity index 100% rename from Assets/Prefabs/特效/眩晕特效/星星新.png rename to Assets/Prefabs/特效/眩晕头顶星星/星星新.png diff --git a/Assets/Prefabs/特效/眩晕特效/星星新.png.meta b/Assets/Prefabs/特效/眩晕头顶星星/星星新.png.meta similarity index 100% rename from Assets/Prefabs/特效/眩晕特效/星星新.png.meta rename to Assets/Prefabs/特效/眩晕头顶星星/星星新.png.meta diff --git a/Assets/Prefabs/特效/眩晕特效/星星新_去白底.png b/Assets/Prefabs/特效/眩晕头顶星星/星星新_去白底.png similarity index 100% rename from Assets/Prefabs/特效/眩晕特效/星星新_去白底.png rename to Assets/Prefabs/特效/眩晕头顶星星/星星新_去白底.png diff --git a/Assets/Prefabs/特效/眩晕特效/星星新_去白底.png.meta b/Assets/Prefabs/特效/眩晕头顶星星/星星新_去白底.png.meta similarity index 100% rename from Assets/Prefabs/特效/眩晕特效/星星新_去白底.png.meta rename to Assets/Prefabs/特效/眩晕头顶星星/星星新_去白底.png.meta diff --git a/Assets/Prefabs/特效/眩晕特效/眩晕星星粒子.mat b/Assets/Prefabs/特效/眩晕头顶星星/眩晕星星粒子.mat similarity index 100% rename from Assets/Prefabs/特效/眩晕特效/眩晕星星粒子.mat rename to Assets/Prefabs/特效/眩晕头顶星星/眩晕星星粒子.mat diff --git a/Assets/Prefabs/特效/眩晕特效/眩晕星星粒子.mat.meta b/Assets/Prefabs/特效/眩晕头顶星星/眩晕星星粒子.mat.meta similarity index 100% rename from Assets/Prefabs/特效/眩晕特效/眩晕星星粒子.mat.meta rename to Assets/Prefabs/特效/眩晕头顶星星/眩晕星星粒子.mat.meta diff --git a/Assets/Prefabs/特效/眩晕特效/眩晕星星粒子.prefab b/Assets/Prefabs/特效/眩晕头顶星星/眩晕星星粒子.prefab similarity index 100% rename from Assets/Prefabs/特效/眩晕特效/眩晕星星粒子.prefab rename to Assets/Prefabs/特效/眩晕头顶星星/眩晕星星粒子.prefab diff --git a/Assets/Prefabs/特效/眩晕特效/眩晕星星粒子.prefab.meta b/Assets/Prefabs/特效/眩晕头顶星星/眩晕星星粒子.prefab.meta similarity index 100% rename from Assets/Prefabs/特效/眩晕特效/眩晕星星粒子.prefab.meta rename to Assets/Prefabs/特效/眩晕头顶星星/眩晕星星粒子.prefab.meta diff --git a/Assets/Prefabs/第二章/石巨人.prefab b/Assets/Prefabs/第二章/石巨人.prefab index b9324f2..9267395 100644 --- a/Assets/Prefabs/第二章/石巨人.prefab +++ b/Assets/Prefabs/第二章/石巨人.prefab @@ -225,6 +225,7 @@ MonoBehaviour: borderColor: {r: 0.03, g: 0.03, b: 0.03, a: 0.95} deathEffectDuration: 1.1 deathEffectColor: {r: 0.55, g: 0.9, b: 1, a: 1} + canRevive: 0 showDamageNumbers: 1 damageNumberDuration: 0.8 damageNumberRiseHeight: 1.2 @@ -262,6 +263,8 @@ MonoBehaviour: skillRadius: 5 stunDuration: 1 skillAnimationDuration: 0 + shockwaveEffectPrefab: {fileID: 2197285705285267162, guid: c2264ab9308eec342a9aabba9e806a39, + type: 3} --- !u!114 &507015780925844398 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/Assets/Scenes/CharacterTest.scene b/Assets/Scenes/CharacterTest.scene new file mode 100644 index 0000000..5f1bece Binary files /dev/null and b/Assets/Scenes/CharacterTest.scene differ diff --git a/Assets/Scenes/CharacterTest.scene.meta b/Assets/Scenes/CharacterTest.scene.meta new file mode 100644 index 0000000..b4efd8b --- /dev/null +++ b/Assets/Scenes/CharacterTest.scene.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: WXNJtHj4V3wkPLBq04th7wf1iSYlDnab+LPwzuxwgW3YqzncllgAdD0= +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scenes/DefenseTest.scene b/Assets/Scenes/DefenseTest.scene index 8a637e3..8eed0fa 100644 Binary files a/Assets/Scenes/DefenseTest.scene and b/Assets/Scenes/DefenseTest.scene differ diff --git a/Assets/Script/ShockwaveEffect.cs b/Assets/Script/ShockwaveEffect.cs new file mode 100644 index 0000000..4047d4b --- /dev/null +++ b/Assets/Script/ShockwaveEffect.cs @@ -0,0 +1,120 @@ +using UnityEngine; + +/// +/// 控制冲击波扩散效果 +/// 可通过代码动态调整颜色、大小、速度等参数,实现不同技能的复用 +/// +public class ShockwaveEffect : MonoBehaviour +{ + [Header("扩散参数")] + [Tooltip("扩散持续时间(秒)")] + public float duration = 1f; + + [Tooltip("扩散完成后是否自动销毁")] + public bool autoDestroy = true; + + [Header("运行时可配置参数(可选)")] + [Tooltip("覆盖材质颜色(Alpha=0时不覆盖)")] + public Color overrideColor = new Color(0, 0, 0, 0); + + [Tooltip("覆盖扩散半径(<=0时使用Transform.localScale)")] + public float overrideRadius = 0f; + + [Tooltip("覆盖圆环粗细(<=0时使用材质默认值)")] + public float overrideRingWidth = 0f; + + private Material material; + private float elapsed; + private bool isPlaying; + private Vector3 initialScale; + + private void Start() + { + // 获取材质实例(不影响原材质) + var renderer = GetComponent(); + if (renderer != null) + { + material = renderer.material; // 自动创建材质实例 + + // 应用覆盖参数 + if (overrideColor.a > 0f) + { + material.SetColor("_RingColor", overrideColor); + } + + if (overrideRingWidth > 0f) + { + material.SetFloat("_RingWidth", overrideRingWidth); + } + + if (overrideRadius > 0f) + { + // 根据半径计算所需的Scale + // Quad默认1x1,半径0.5,所以 Scale = radius * 2 + float scale = overrideRadius * 2f; + transform.localScale = new Vector3(scale, scale, scale); + } + + // 从0开始扩散 + material.SetFloat("_Progress", 0f); + isPlaying = true; + elapsed = 0f; + } + else + { + Debug.LogWarning("ShockwaveEffect: 找不到MeshRenderer组件"); + if (autoDestroy) + { + Destroy(gameObject); + } + } + } + + private void Update() + { + if (!isPlaying || material == null) + { + return; + } + + elapsed += Time.deltaTime; + float progress = Mathf.Clamp01(elapsed / duration); + + // 更新Progress参数(0到1) + material.SetFloat("_Progress", progress); + + // 扩散完成 + if (progress >= 1f) + { + isPlaying = false; + + if (autoDestroy) + { + Destroy(gameObject); + } + } + } + + private void OnDestroy() + { + // 清理材质实例 + if (material != null) + { + Destroy(material); + } + } + + /// + /// 快捷方法:设置扩散参数 + /// + public void SetupEffect(float radius, float duration, Color color, float ringWidth = 0f) + { + this.overrideRadius = radius; + this.duration = duration; + this.overrideColor = color; + if (ringWidth > 0f) + { + this.overrideRingWidth = ringWidth; + } + } +} diff --git a/Assets/Script/ShockwaveEffect.cs.meta b/Assets/Script/ShockwaveEffect.cs.meta new file mode 100644 index 0000000..216303f --- /dev/null +++ b/Assets/Script/ShockwaveEffect.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: Wi9Oti2sVXLfnNsZJWEwc8LcWf8W7GlOYV8Ki/YiIZmXc8wu+QEZtEo= +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/StoneGolemSkill.cs b/Assets/Script/StoneGolemSkill.cs index cc1ae70..cb02ce5 100644 --- a/Assets/Script/StoneGolemSkill.cs +++ b/Assets/Script/StoneGolemSkill.cs @@ -16,6 +16,9 @@ public class StoneGolemSkill : UnitSkill [Min(0f)] public float skillAnimationDuration = 0f; + [Header("特效")] + public GameObject shockwaveEffectPrefab; + private bool isSkillReady; public override void ReleaseSkill() @@ -38,6 +41,22 @@ public class StoneGolemSkill : UnitSkill return; } + // 生成扩散光圈特效 + if (shockwaveEffectPrefab != null) + { + Vector3 effectPosition = unit.transform.position; + var effectObj = Instantiate(shockwaveEffectPrefab, effectPosition, shockwaveEffectPrefab.transform.rotation); + + // 可选:动态配置特效参数(不配置则使用Prefab默认值) + var effect = effectObj.GetComponent(); + if (effect != null) + { + // 根据技能范围动态设置扩散半径 + effect.overrideRadius = skillRadius; + // 可以设置颜色,例如:effect.overrideColor = new Color(1f, 0.8f, 0.2f, 1f); + } + } + unit.ApplyAreaSkillDamage(skillRadius, skillDamage, false); unit.ApplyAreaStun(skillRadius, stunDuration); isSkillReady = false;