优化回声描边逻辑

This commit is contained in:
2026-06-28 21:44:33 +08:00
parent 02ac67d338
commit 5c7ffac1bd
12 changed files with 1257 additions and 1328 deletions

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using UnityEngine;
using UnityEditor;
using IndianOceanAssets.Engine2_5D;
/// <summary>
/// 回声描边诊断工具
/// </summary>
public class EchoDebugger : Editor
{
[MenuItem("Tools/Echo/诊断回声描边状态")]
public static void DebugEchoOutline()
{
// 查找EchoOutlineManager
EchoOutlineManager manager = Object.FindObjectOfType<EchoOutlineManager>();
if (manager == null)
{
EditorUtility.DisplayDialog("错误", "场景中没有找到EchoOutlineManager组件", "确定");
return;
}
// 通过反射获取私有字段
var parentRenderersField = typeof(EchoOutlineManager).GetField("_parentRenderers",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
var outlineRenderersField = typeof(EchoOutlineManager).GetField("_outlineRenderers",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
var renderersEnabledField = typeof(EchoOutlineManager).GetField("_renderersEnabled",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
var parentRenderers = parentRenderersField.GetValue(manager) as System.Collections.Generic.List<SpriteRenderer>;
var outlineRenderers = outlineRenderersField.GetValue(manager) as System.Collections.Generic.List<SpriteRenderer>;
bool renderersEnabled = (bool)renderersEnabledField.GetValue(manager);
string info = $"=== 回声描边诊断 ===\n\n";
info += $"EchoOutlineManager: {manager.name}\n";
info += $"描边材质: {(manager != null ? "" : "")}\n\n";
info += $"父物体数量: {parentRenderers?.Count ?? 0}\n";
info += $"描边子物体数量: {outlineRenderers?.Count ?? 0}\n";
info += $"描边渲染器启用: {renderersEnabled}\n\n";
if (outlineRenderers != null && outlineRenderers.Count > 0)
{
info += $"=== 前5个描边子物体 ===\n\n";
int showCount = Mathf.Min(5, outlineRenderers.Count);
for (int i = 0; i < showCount; i++)
{
var cr = outlineRenderers[i];
var pr = parentRenderers[i];
if (cr == null || pr == null) continue;
info += $"父物体: {pr.name}\n";
info += $" 描边子物体: {cr.name}\n";
info += $" 启用状态: {cr.enabled}\n";
info += $" SortingOrder: {cr.sortingOrder}\n";
info += $" Material: {cr.sharedMaterial?.shader?.name ?? "null"}\n\n";
}
}
else
{
info += "⚠️ 警告: 没有找到描边子物体!\n";
info += "可能原因:\n";
info += "1. EchoOutlineManager.Start()没有执行\n";
info += "2. 场景中没有符合条件的SpriteRenderer\n";
info += "3. outlineMaterial未设置\n";
}
// 检查全局Shader参数
float intensity = Shader.GetGlobalFloat(Shader.PropertyToID("_EchoOutlineIntensity"));
info += $"\n=== 全局Shader参数 ===\n\n";
info += $"_EchoOutlineIntensity: {intensity}\n";
Debug.Log(info);
EditorUtility.DisplayDialog("诊断完成", $"诊断信息已输出到控制台\n\n请查看Unity Console窗口", "确定");
}
[MenuItem("Tools/Echo/手动刷新描边")]
public static void RefreshEchoOutlines()
{
EchoOutlineManager manager = Object.FindObjectOfType<EchoOutlineManager>();
if (manager == null)
{
EditorUtility.DisplayDialog("错误", "场景中没有找到EchoOutlineManager组件", "确定");
return;
}
manager.RefreshList();
EditorUtility.DisplayDialog("完成", "已刷新描边子物体", "确定");
Debug.Log("✓ 已刷新描边子物体");
}
}

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using UnityEngine;
using UnityEditor;
using IndianOceanAssets.Engine2_5D;
/// <summary>
/// 遮罩平面调整工具
/// </summary>
public class MaskPlaneAdjuster : Editor
{
[MenuItem("Tools/LightMask/调整遮罩平面设置")]
public static void AdjustMaskPlane()
{
// 查找场景中的LightMaskSystem
LightMaskSystem lms = Object.FindObjectOfType<LightMaskSystem>();
if (lms == null)
{
EditorUtility.DisplayDialog("错误", "场景中没有找到LightMaskSystem组件", "确定");
return;
}
// 通过反射获取私有字段
var maskPlaneField = typeof(LightMaskSystem).GetField("maskPlane",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
var maskOffsetField = typeof(LightMaskSystem).GetField("maskOffset",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
var planeSizeField = typeof(LightMaskSystem).GetField("planeSize",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
Transform maskPlane = (Transform)maskPlaneField.GetValue(lms);
Vector3 maskOffset = (Vector3)maskOffsetField.GetValue(lms);
float planeSize = (float)planeSizeField.GetValue(lms);
string info = $"当前遮罩平面设置:\n\n";
info += $"遮罩平面物体: {(maskPlane != null ? maskPlane.name : "")}\n";
info += $"遮罩偏移: {maskOffset}\n";
info += $"平面大小: {planeSize}\n\n";
info += "建议设置:\n";
info += "1. 遮罩平面Y坐标应该 >= 10在所有Sprite之上\n";
info += "2. 平面大小应该 >= 100覆盖整个可视区域\n";
info += "3. 遮罩平面的SortingOrder应该 = 9999最大";
EditorUtility.DisplayDialog("遮罩平面信息", info, "确定");
Debug.Log(info);
}
[MenuItem("Tools/LightMask/设置遮罩平面SortingOrder")]
public static void SetMaskPlaneSortingOrder()
{
LightMaskSystem lms = Object.FindObjectOfType<LightMaskSystem>();
if (lms == null)
{
EditorUtility.DisplayDialog("错误", "场景中没有找到LightMaskSystem组件", "确定");
return;
}
var maskPlaneField = typeof(LightMaskSystem).GetField("maskPlane",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
Transform maskPlane = (Transform)maskPlaneField.GetValue(lms);
if (maskPlane == null)
{
EditorUtility.DisplayDialog("错误", "LightMaskSystem中没有设置遮罩平面", "确定");
return;
}
// 设置SortingOrder
SpriteRenderer sr = maskPlane.GetComponent<SpriteRenderer>();
if (sr == null)
{
EditorUtility.DisplayDialog("错误", $"遮罩平面 {maskPlane.name} 没有SpriteRenderer组件", "确定");
return;
}
sr.sortingOrder = 9999;
EditorUtility.SetDirty(maskPlane.gameObject);
EditorUtility.DisplayDialog("完成", $"已设置 {maskPlane.name} 的SortingOrder为9999", "确定");
Debug.Log($"✓ 已设置 {maskPlane.name} 的SortingOrder为9999");
}
}

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