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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
// 残影效果
public class AfterImageComponent : MonoBehaviour
{
class AfterImage
{
public Mesh mesh;
public Material material;
public float showStartTime;
public float duration; // 残影镜像存在时间
public float alpha;
public bool needRemove = false;
public Quaternion quat;
public Vector3 pos;
}
private float _duration; // 残影特效持续时间
private float _interval; // 间隔
private float _fadeTime; // 淡出时间
private List<AfterImage> _imageList = new List<AfterImage>();
private Shader _shaderAfterImage;
void Awake()
{
_shaderAfterImage = Shader.Find("Muffin/MuffinPhantom");
}
public void Play(float duration, float interval, float fadeout)
{
_duration = duration;
_interval = interval;
_fadeTime = fadeout;
StartCoroutine(DoAddImage());
}
IEnumerator DoAddImage()
{
float startTime = Time.realtimeSinceStartup;
while (true)
{
CreateImage();
if (Time.realtimeSinceStartup - startTime > _duration)
{
break;
}
yield return new WaitForSeconds(_interval);
}
}
private void CreateImage()
{
// 获取skin mesh
SkinnedMeshRenderer[] renderers = GetComponentsInChildren<SkinnedMeshRenderer>();
Transform t = transform;
Material mat = null;
for (int i = 0; i < renderers.Length; ++i)
{
var item = renderers[i];
var tK = item.transform;
// 创建残影材质球
//mat = new Material(_shaderAfterImage);
//mat.SetTexture("_normalMap", item.material.GetTexture("_NormalTex"));
mat = item.material;
// bake skin mesh。 这里因为DrawMesh不能画出skin mesh。所以先bake成普通mesh
var mesh = new Mesh();
item.BakeMesh(mesh);
// 这里处理动画旋转的问题。 因为用到了scale.x = -1 来旋转动画,这里做了旋转
var count = mesh.vertexCount;
var tmp = mesh.vertices;
var baseScalex = tK.lossyScale.x;
for (int j = 0; j < count; j++)
{
// 这里注意不要用mesh.vertices 要不效率会超低
tmp[j].x *= baseScalex;
}
mesh.RecalculateBounds();
mesh.RecalculateNormals();
// 加入显示队列
_imageList.Add(new AfterImage
{
mesh = mesh,
material = mat,
showStartTime = Time.realtimeSinceStartup,
duration = _fadeTime,
quat = tK.transform.rotation,
pos = tK.transform.position
});
}
}
void LateUpdate()
{
bool hasRemove = false;
foreach (var item in _imageList)
{
float time = Time.realtimeSinceStartup - item.showStartTime;
if (time > item.duration)
{
item.needRemove = true;
hasRemove = true;
continue;
}
Graphics.DrawMesh(item.mesh, item.pos, item.quat, item.material, gameObject.layer);
}
if (hasRemove)
{
_imageList.RemoveAll(x => x.needRemove);
}
}
}
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