添加音效 v0.1版
This commit is contained in:
@@ -0,0 +1,104 @@
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---
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name: water-reflection
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description: 为 Unity 项目中的 UI Image 或 Sprite 应用水面倒影效果。创建或复用 WaterReflection shader(IndianOcean/WaterReflection),创建材质并应用到目标物体。支持水面线位置、波浪振幅、扰动强度、倒影变暗、淡出长度、水面线亮度等参数配置。当用户提到水面倒影、水面反射、倒影效果、water reflection 时使用。
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---
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# 水面倒影效果 (Water Reflection)
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为 UI Image 或 SpriteRenderer 添加水面倒影效果:原图上半部分保持不变,下半部分显示垂直翻转的扰动倒影,水面分界线带波浪起伏和亮线。
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## 资源路径
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| 资源 | 路径 |
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|------|------|
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| Shader | `Assets/Light/shaders/WaterReflection.shader` |
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| 材质 | `Assets/Materials/WaterReflection.mat` |
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| Shader 名称 | `IndianOcean/WaterReflection` |
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## 使用流程
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### 1. 确保 Shader 存在
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检查 `Assets/Light/shaders/WaterReflection.shader` 是否存在。若不存在,从下方 [Shader 源码](#shader-源码) 创建。
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### 2. 创建或复用材质
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使用 MCP `assets-material-create` 工具:
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```
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shaderName: "IndianOcean/WaterReflection"
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assetPath: "Assets/Materials/WaterReflection.mat"
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```
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若材质已存在则跳过。
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### 3. 应用到目标物体
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通过 MCP `script-execute` 执行以下脚本(替换 `TARGET_NAME` 为目标物体名):
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```csharp
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using UnityEngine;
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using UnityEditor;
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using UnityEngine.UI;
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public class Script
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{
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public static void Main()
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{
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var target = GameObject.Find("TARGET_NAME");
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var mat = AssetDatabase.LoadAssetAtPath<Material>("Assets/Materials/WaterReflection.mat");
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// UI Image
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var img = target.GetComponent<Image>();
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if (img != null) { img.material = mat; return; }
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// SpriteRenderer
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var sr = target.GetComponent<SpriteRenderer>();
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if (sr != null) { sr.material = mat; return; }
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// Any Renderer
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var r = target.GetComponent<Renderer>();
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if (r != null) { r.material = mat; return; }
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}
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}
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```
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### 4. 刷新资源
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调用 MCP `assets-refresh` 确保 Unity 编译 shader。
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## 可调参数
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| 参数 | 说明 | 默认值 | 范围 |
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|------|------|--------|------|
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| `_Waterline` | 水面线位置(UV.y) | 0.7 | 0.05 ~ 0.95 |
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| `_WaveAmplitude` | 水面线波浪振幅 | 0.012 | 0 ~ 0.05 |
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| `_WaveFreq` | 水面线波浪频率 | 4.0 | 1 ~ 15 |
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| `_WaveSpeed` | 水面线波浪速度 | 1.0 | 0 ~ 5 |
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| `_DistortStrength` | 倒影水平扰动强度 | 0.015 | 0 ~ 0.08 |
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| `_DistortSpeed` | 扰动动画速度 | 1.5 | 0 ~ 5 |
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| `_DistortFreq` | 扰动波纹频率 | 8.0 | 1 ~ 20 |
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| `_ReflDarken` | 倒影变暗系数 | 0.5 | 0 ~ 1 |
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| `_ReflFadeLen` | 倒影向下淡出长度 | 0.25 | 0 ~ 0.5 |
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| `_LineBrightness` | 水面线亮度 | 1.5 | 0 ~ 3 |
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| `_LineThickness` | 水面线粗细 | 0.004 | 0 ~ 0.02 |
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通过 MCP `gameobject-component-modify` 或 `object-modify` 修改材质参数。
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## Shader 源码
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若需重建 shader,完整源码见 [WaterReflection.shader](../../../Assets/Light/shaders/WaterReflection.shader)。
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核心原理:
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- 以 `_Waterline` 为轴,多层正弦+noise 叠加产生波浪形分界线
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- 倒影区 UV 垂直翻转:`reflUV.y = 2 * waterline - uv.y`
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- 水平扰动由多层 noise 叠加模拟随机水面波纹
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- 倒影从上往下逐渐淡出(alpha 衰减)
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- 水面分界线处叠加蓝白色亮线
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## 注意事项
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- 项目使用 **URP** 渲染管线,shader 已包含 `"RenderPipeline" = "UniversalPipeline"` tag
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- UI Image 通过 `Image.material` 设置,不是 `Renderer.material`
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- 修改 shader 文件后需调用 `assets-refresh` 触发重新编译
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- 波浪效果是动态的(依赖 `_Time.y`),在 Play 模式下最明显
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@@ -39,6 +39,10 @@ namespace IndianOceanAssets.Engine2_5D
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if (isPlayer && onPlayerDamaged != null)
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onPlayerDamaged.Invoke();
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// 播放受伤音效
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if (isPlayer && AudioManager.Instance != null)
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AudioManager.Instance.PlaySFXFromResources("SFX/Hurt", 0.7f);
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// If dead
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if (health <= 0)
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{
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@@ -1,5 +1,6 @@
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using UnityEngine;
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using System.Collections;
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using GameFramework;
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namespace IndianOceanAssets.Engine2_5D
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{
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@@ -89,6 +90,10 @@ namespace IndianOceanAssets.Engine2_5D
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isRolling = true;
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lastRollTime = Time.time;
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// 播放冲刺音效
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if (AudioManager.Instance != null)
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AudioManager.Instance.PlaySFXFromResources("SFX/Dash", 0.8f);
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float timer = 0.2f;
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Vector3 rollDir = new Vector3(inputDirection.x, 0f, inputDirection.y).normalized;
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@@ -113,6 +113,30 @@ namespace GameFramework
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PlaySFX(data);
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}
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||||
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||||
/// <summary>
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||||
/// 直接通过 AudioClip 播放音效。
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||||
/// </summary>
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||||
public void PlaySFX(AudioClip clip, float volume = 1f)
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{
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if (clip == null) return;
|
||||
sfxPlayer.PlayOneShot(clip, volume);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 通过 Resources 路径加载并播放音效。
|
||||
/// 路径相对于 Assets/audios/Resources/,例如 "SFX/Bell"
|
||||
/// </summary>
|
||||
public void PlaySFXFromResources(string resourcePath, float volume = 1f)
|
||||
{
|
||||
var clip = Resources.Load<AudioClip>(resourcePath);
|
||||
if (clip == null)
|
||||
{
|
||||
Debug.LogWarning($"[AudioManager] SFX not found: {resourcePath}");
|
||||
return;
|
||||
}
|
||||
PlaySFX(clip, volume);
|
||||
}
|
||||
|
||||
public void SetSFXVolume(float volume)
|
||||
{
|
||||
sfxVolume = Mathf.Clamp01(volume);
|
||||
|
||||
@@ -0,0 +1,46 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
namespace GameFramework
|
||||
{
|
||||
/// <summary>
|
||||
/// 全局 UI 按钮音效处理器。
|
||||
/// 挂到 Canvas 上,自动监听所有按钮的点击/悬停事件并播放音效。
|
||||
/// 无需在每个按钮上单独添加组件。
|
||||
/// </summary>
|
||||
public class UIClickSoundHandler : MonoBehaviour, IPointerEnterHandler, IPointerDownHandler
|
||||
{
|
||||
[Header("音效资源路径(相对于 Resources 文件夹)")]
|
||||
[SerializeField] private string selectSFXPath = "SFX/UI_Click";
|
||||
[SerializeField] private string clickSFXPath = "SFX/UI_Click";
|
||||
|
||||
[Header("音量")]
|
||||
[SerializeField] private float selectVolume = 0.5f;
|
||||
[SerializeField] private float clickVolume = 0.6f;
|
||||
|
||||
private void PlaySFX(string path, float volume)
|
||||
{
|
||||
if (AudioManager.Instance != null)
|
||||
AudioManager.Instance.PlaySFXFromResources(path, volume);
|
||||
}
|
||||
|
||||
public void OnPointerEnter(PointerEventData eventData)
|
||||
{
|
||||
// 只对按钮播放悬停音效
|
||||
if (eventData.pointerEnter != null && eventData.pointerEnter.GetComponent<Button>() != null)
|
||||
{
|
||||
PlaySFX(selectSFXPath, selectVolume);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPointerDown(PointerEventData eventData)
|
||||
{
|
||||
// 只对按钮播放点击音效
|
||||
if (eventData.pointerPress != null && eventData.pointerPress.GetComponent<Button>() != null)
|
||||
{
|
||||
PlaySFX(clickSFXPath, clickVolume);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
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@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using GameFramework;
|
||||
|
||||
namespace IndianOceanAssets.Engine2_5D
|
||||
{
|
||||
@@ -109,6 +110,10 @@ namespace IndianOceanAssets.Engine2_5D
|
||||
_stateTimer = 0f;
|
||||
_lastEchoTime = Time.time;
|
||||
|
||||
// 播放摇铃音效
|
||||
if (AudioManager.Instance != null)
|
||||
AudioManager.Instance.PlaySFXFromResources("SFX/Bell", 0.9f);
|
||||
|
||||
// 记录释放时刻的玩家位置(回声中心固定,不跟随移动)
|
||||
Vector3 p = transform.position;
|
||||
_center = new Vector2(p.x, p.z);
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using GameFramework;
|
||||
|
||||
namespace IndianOceanAssets.Engine2_5D
|
||||
{
|
||||
@@ -66,6 +67,10 @@ namespace IndianOceanAssets.Engine2_5D
|
||||
_remainingLanterns--;
|
||||
_lastPlaceTime = Time.time;
|
||||
|
||||
// 播放灵灯放置音效
|
||||
if (AudioManager.Instance != null)
|
||||
AudioManager.Instance.PlaySFXFromResources("SFX/Lantern", 0.8f);
|
||||
|
||||
// 在玩家位置实例化灵灯
|
||||
GameObject lanternObj = Instantiate(lanternPrefab, transform.position, Quaternion.identity);
|
||||
SpiritLantern lantern = lanternObj.GetComponent<SpiritLantern>();
|
||||
|
||||
@@ -27,14 +27,14 @@ EditorUserSettings:
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||||
Reference in New Issue
Block a user