一大波优化

This commit is contained in:
2026-07-05 15:33:41 +08:00
parent 4da7bdb9a4
commit 8485743cb7
115 changed files with 13467 additions and 201 deletions
@@ -1,5 +1,6 @@
using UnityEngine;
using System;
using System.Collections;
using GameFramework;
namespace IndianOceanAssets.Engine2_5D
{
@@ -20,8 +21,21 @@ namespace IndianOceanAssets.Engine2_5D
[SerializeField]
private bool isPlayer; // Is this the player?
[Header("消隐特效")]
[Tooltip("死亡消隐使用的溶解材质(Custom/SpriteDissolve shader")]
[SerializeField] private Material dissolveMaterial;
[Tooltip("消隐动画持续时间(秒)")]
[SerializeField] private float fadeDuration = 2f;
private bool _isDead = false; // 防止重复触发死亡
/// <summary>是否已死亡(只读)</summary>
public bool IsDead => _isDead;
/// <summary>最大血量(只读)</summary>
public int MaxHealth => maxHealth;
// Initializes health
private void Start()
{
@@ -64,7 +78,67 @@ namespace IndianOceanAssets.Engine2_5D
// Handles death logic and effects
public void Die()
{
Instantiate(deathEffect, transform.position + new Vector3(0f, .5f, 0f), Quaternion.identity);
if (deathEffect != null)
Instantiate(deathEffect, transform.position + new Vector3(0f, .5f, 0f), Quaternion.identity);
// 如果有溶解材质,播放消隐动画后再销毁
if (dissolveMaterial != null)
{
StartCoroutine(DissolveAndDestroy());
}
else
{
Destroy(gameObject);
}
}
/// <summary>
/// 溶解消隐协程:切换材质 → 禁用碰撞/AI → 动画溶解 → 销毁。
/// </summary>
private IEnumerator DissolveAndDestroy()
{
// 禁用碰撞体和刚体,防止死亡过程中仍能触发碰撞或受重力下坠
foreach (var col in GetComponents<Collider>())
col.enabled = false;
foreach (var col in GetComponents<Collider2D>())
col.enabled = false;
foreach (var rb in GetComponents<Rigidbody>())
rb.isKinematic = true;
foreach (var rb in GetComponents<Rigidbody2D>())
rb.isKinematic = true;
// 禁用所有 MonoBehaviour(AI、动画等),防止死亡后仍移动/攻击
foreach (var mb in GetComponents<MonoBehaviour>())
{
if (mb != this)
mb.enabled = false;
}
// 切换所有 SpriteRenderer 到溶解材质
var renderers = GetComponentsInChildren<SpriteRenderer>();
var originalMats = new Material[renderers.Length][];
for (int i = 0; i < renderers.Length; i++)
{
originalMats[i] = renderers[i].materials;
renderers[i].materials = new Material[] { new Material(dissolveMaterial) };
}
// 动画溶解
float elapsed = 0f;
while (elapsed < fadeDuration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / fadeDuration);
for (int i = 0; i < renderers.Length; i++)
{
if (renderers[i] != null && renderers[i].material != null)
renderers[i].material.SetFloat("_DissolveAmount", t);
}
yield return null;
}
Destroy(gameObject);
}
}