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

View File

@@ -0,0 +1,83 @@
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");
}
}