地图边缘相关优化
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fileFormatVersion: 2
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guid: WXMZvSurAH8plRNOSQQEewEIV5sZ3+2PTc3duA7S982mfLcu5BgVwNE=
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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using UnityEditor;
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using UnityEngine;
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using IndianOceanAssets.Engine2_5D;
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namespace IndianOceanAssets.EditorTools
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{
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[CustomEditor(typeof(GroundBuilder))]
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public class GroundBuilderEditor : UnityEditor.Editor
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{
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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var builder = (GroundBuilder)target;
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("操作", EditorStyles.boldLabel);
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if (GUILayout.Button("Build Ground", GUILayout.Height(32)))
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{
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Undo.RecordObject(builder, "Build Ground");
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builder.Build();
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EditorUtility.SetDirty(builder);
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}
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if (GUILayout.Button("Clear Generated", GUILayout.Height(24)))
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{
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Undo.RecordObject(builder, "Clear Generated");
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builder.ClearGenerated();
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EditorUtility.SetDirty(builder);
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}
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EditorGUILayout.Space();
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// 显示边界信息
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var paths = builder.GetBoundaryPaths();
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if (paths.Count > 0)
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{
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EditorGUILayout.LabelField("边界信息", EditorStyles.boldLabel);
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int total = 0;
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for (int i = 0; i < paths.Count; i++)
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{
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int count = paths[i].Count;
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total += count;
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EditorGUILayout.LabelField($" 路径 {i}: {count} 个点");
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}
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EditorGUILayout.LabelField($" 合计: {paths.Count} 条路径, {total} 个点");
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}
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else
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{
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EditorGUILayout.HelpBox(
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"未检测到边界数据。\n" +
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"请指定 groundSprite(地面 SpriteRenderer)或 polygonCollider。",
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MessageType.Warning);
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}
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}
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}
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}
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fileFormatVersion: 2
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guid: 5f4a22b278b94f918a6884f8dc26b9ed
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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using System.Collections.Generic;
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using UnityEngine;
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namespace IndianOceanAssets.Engine2_5D
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{
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/// <summary>
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/// 悬崖崖壁生成器 —— 根据子物体(边界点)生成垂直崖壁 mesh + 边缘发光条带。
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///
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/// 使用方式:
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/// 1. 场景中创建空物体,挂上此脚本(放在地面高度,Y=0)
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/// 2. 在此物体下创建若干子空物体作为边界角点
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/// (至少 3 个,顺时针或逆时针排列,例如 4 个摆成矩形)
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/// 3. Inspector 里指定 wallMaterial(建议 URP Unlit 暗色材质)
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/// 4. 右键组件 > Build Cliff Walls 生成
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/// 5. 修改边界点后再次 Build 会自动清除旧的重建
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///
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/// 生成结果(在 "Generated_CliffWalls" 子物体下):
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/// - CliffWall:垂直崖壁面,从边界点往下延伸 wallHeight
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/// - EdgeGlow:顶部细条,使用 AbyssEdgeGlow shader 勾勒断边轮廓
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/// </summary>
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public class CliffWallBuilder : MonoBehaviour
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{
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[Header("崖壁参数")]
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[Tooltip("崖壁往下延伸的高度(世界单位)")]
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[SerializeField] private float wallHeight = 5f;
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[Header("边缘发光线")]
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[Tooltip("是否生成顶部发光条带")]
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[SerializeField] private bool generateEdgeGlow = true;
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[Tooltip("发光条带的高度(世界单位)")]
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[SerializeField] private float edgeGlowHeight = 0.2f;
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[Tooltip("发光颜色")]
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[SerializeField] private Color edgeGlowColor = new Color(0.2f, 0.6f, 0.9f, 1f);
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[Tooltip("发光亮度")]
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[SerializeField, Range(0.1f, 5f)] private float edgeGlowIntensity = 1.5f;
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[Tooltip("渐变:越大上边越亮下边越暗")]
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[SerializeField, Range(0.1f, 3f)] private float edgeGlowGradient = 1f;
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[Header("材质")]
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[Tooltip("崖壁材质(建议 URP Unlit,深色,Render Face = Both)")]
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[SerializeField] private Material wallMaterial;
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[Tooltip("边缘发光材质(使用 AbyssEdgeGlow shader)。留空则自动创建。")]
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[SerializeField] private Material edgeGlowMaterial;
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private const string GeneratedName = "Generated_CliffWalls";
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[ContextMenu("Build Cliff Walls")]
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public void Build()
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{
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// 收集子物体作为边界点(跳过已生成的容器)
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var points = new List<Vector3>();
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for (int i = 0; i < transform.childCount; i++)
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{
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Transform child = transform.GetChild(i);
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if (child.name == GeneratedName) continue;
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points.Add(child.position);
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}
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if (points.Count < 2)
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{
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Debug.LogWarning("[CliffWallBuilder] 需要至少 2 个子物体作为边界点(不含生成物)。" +
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"请在此物体下添加空物体作为角点。");
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return;
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}
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// 清除旧生成物
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Transform old = transform.Find(GeneratedName);
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if (old != null)
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{
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if (Application.isPlaying)
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Destroy(old.gameObject);
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else
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DestroyImmediate(old.gameObject);
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}
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// 创建容器
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GameObject container = new GameObject(GeneratedName);
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container.transform.SetParent(transform, false);
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// ---- 崖壁 mesh ----
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GameObject wallObj = new GameObject("CliffWall");
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wallObj.transform.SetParent(container.transform, false);
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MeshFilter wallMF = wallObj.AddComponent<MeshFilter>();
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MeshRenderer wallMR = wallObj.AddComponent<MeshRenderer>();
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Mesh wallMesh = GenerateWallMesh(points);
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wallMesh.name = "CliffWall_Mesh";
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wallMF.sharedMesh = wallMesh;
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wallMR.sharedMaterial = wallMaterial;
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// ---- 边缘发光 mesh ----
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if (generateEdgeGlow)
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{
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GameObject glowObj = new GameObject("EdgeGlow");
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glowObj.transform.SetParent(container.transform, false);
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MeshFilter glowMF = glowObj.AddComponent<MeshFilter>();
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MeshRenderer glowMR = glowObj.AddComponent<MeshRenderer>();
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Mesh glowMesh = GenerateEdgeGlowMesh(points);
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glowMesh.name = "EdgeGlow_Mesh";
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glowMF.sharedMesh = glowMesh;
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if (edgeGlowMaterial != null)
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{
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glowMR.sharedMaterial = edgeGlowMaterial;
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}
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else
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{
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// 尝试自动创建 AbyssEdgeGlow 材质
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Shader edgeShader = Shader.Find("IndianOcean/AbyssEdgeGlow");
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if (edgeShader != null)
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{
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Material mat = new Material(edgeShader);
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mat.SetColor("_Color", edgeGlowColor);
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mat.SetFloat("_Intensity", edgeGlowIntensity);
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mat.SetFloat("_Gradient", edgeGlowGradient);
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glowMR.sharedMaterial = mat;
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}
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else
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{
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Debug.LogWarning("[CliffWallBuilder] 找不到 IndianOcean/AbyssEdgeGlow shader。" +
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"请手动创建材质并指定到 edgeGlowMaterial。");
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}
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}
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}
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Debug.Log($"[CliffWallBuilder] 已生成 {points.Count} 条崖壁边,高度 {wallHeight}");
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}
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/// <summary>
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/// 生成崖壁 mesh:每条边一个垂直四边形(双面)
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/// </summary>
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private Mesh GenerateWallMesh(List<Vector3> points)
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{
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var verts = new List<Vector3>();
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var tris = new List<int>();
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var uvs = new List<Vector2>();
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int n = points.Count;
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for (int i = 0; i < n; i++)
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{
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Vector3 p0 = transform.InverseTransformPoint(points[i]);
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Vector3 p1 = transform.InverseTransformPoint(points[(i + 1) % n]);
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Vector3 bl = p0 + new Vector3(0, -wallHeight, 0);
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Vector3 br = p1 + new Vector3(0, -wallHeight, 0);
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Vector3 tl = p0;
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Vector3 tr = p1;
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int b = verts.Count;
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verts.Add(bl); verts.Add(br); verts.Add(tl); verts.Add(tr);
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uvs.Add(new Vector2(0, 0));
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uvs.Add(new Vector2(1, 0));
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uvs.Add(new Vector2(0, 1));
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uvs.Add(new Vector2(1, 1));
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// 正面
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tris.Add(b + 0); tris.Add(b + 2); tris.Add(b + 1);
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tris.Add(b + 1); tris.Add(b + 2); tris.Add(b + 3);
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// 背面(反绕,双面可见)
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tris.Add(b + 0); tris.Add(b + 1); tris.Add(b + 2);
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tris.Add(b + 1); tris.Add(b + 3); tris.Add(b + 2);
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}
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Mesh mesh = new Mesh { name = "CliffWall" };
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mesh.SetVertices(verts);
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mesh.SetUVs(0, uvs);
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mesh.SetTriangles(tris, 0);
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mesh.RecalculateNormals();
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mesh.RecalculateBounds();
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return mesh;
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}
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/// <summary>
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/// 生成边缘发光 mesh:沿边界顶部的细条
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/// UV.y: 1=顶部(亮), 0=底部(暗)
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/// </summary>
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private Mesh GenerateEdgeGlowMesh(List<Vector3> points)
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{
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var verts = new List<Vector3>();
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var tris = new List<int>();
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var uvs = new List<Vector2>();
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int n = points.Count;
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for (int i = 0; i < n; i++)
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{
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Vector3 p0 = transform.InverseTransformPoint(points[i]);
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Vector3 p1 = transform.InverseTransformPoint(points[(i + 1) % n]);
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Vector3 tl = p0; // 顶(地面高度)
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Vector3 tr = p1;
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Vector3 bl = p0 + new Vector3(0, -edgeGlowHeight, 0); // 底(往下)
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Vector3 br = p1 + new Vector3(0, -edgeGlowHeight, 0);
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int b = verts.Count;
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verts.Add(bl); verts.Add(br); verts.Add(tl); verts.Add(tr);
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uvs.Add(new Vector2(0, 0)); // 底部暗
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uvs.Add(new Vector2(1, 0));
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uvs.Add(new Vector2(0, 1)); // 顶部亮
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uvs.Add(new Vector2(1, 1));
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tris.Add(b + 0); tris.Add(b + 2); tris.Add(b + 1);
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tris.Add(b + 1); tris.Add(b + 2); tris.Add(b + 3);
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tris.Add(b + 0); tris.Add(b + 1); tris.Add(b + 2);
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tris.Add(b + 1); tris.Add(b + 3); tris.Add(b + 2);
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}
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Mesh mesh = new Mesh { name = "EdgeGlow" };
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mesh.SetVertices(verts);
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mesh.SetUVs(0, uvs);
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mesh.SetTriangles(tris, 0);
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mesh.RecalculateNormals();
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mesh.RecalculateBounds();
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return mesh;
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}
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private void OnDrawGizmosSelected()
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{
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// 画出边界点和连线,方便编辑
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Gizmos.color = new Color(0.2f, 0.6f, 0.9f, 0.8f);
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var points = new List<Vector3>();
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for (int i = 0; i < transform.childCount; i++)
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{
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Transform child = transform.GetChild(i);
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if (child.name == GeneratedName) continue;
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points.Add(child.position);
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Gizmos.DrawWireSphere(child.position, 0.3f);
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}
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if (points.Count < 2) return;
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Gizmos.color = new Color(0.2f, 0.6f, 0.9f, 0.4f);
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for (int i = 0; i < points.Count; i++)
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{
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Gizmos.DrawLine(points[i], points[(i + 1) % points.Count]);
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}
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}
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}
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}
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fileFormatVersion: 2
|
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guid: DHtOty3/AnIDq/NLNIqhP7Za7/hAPMKjZClwtxWX0yhSL3GrqzLPv3A=
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MonoImporter:
|
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externalObjects: {}
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||||
serializedVersion: 2
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defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,441 @@
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using System.Collections.Generic;
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using UnityEngine;
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namespace IndianOceanAssets.Engine2_5D
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{
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/// <summary>
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/// 地面边界生成器 v2 —— 从 Sprite Physics Shape 或 PolygonCollider2D 自动提取边界,
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/// 生成崖壁 Mesh + 边缘发光条带。
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///
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/// 替代 CliffWallBuilder 的手动摆点方式。
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/// 美术改图后只需重新 Build,无需手动调整边界点。
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///
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/// 使用方式:
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/// 1. 场景中创建空物体,挂上此脚本(放在地面高度 Y=0)
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/// 2. 把地面 SpriteRenderer 拖到 groundSprite 字段
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/// (或把 PolygonCollider2D 拖到 polygonCollider 字段)
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/// 3. 指定 wallMaterial(URP Unlit 暗色)
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/// 4. Inspector 点 "Build Ground" 按钮
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/// </summary>
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public class GroundBuilder : MonoBehaviour
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{
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[Header("数据源")]
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[Tooltip("地面精灵渲染器。从此 Sprite 的 Physics Shape 自动提取边界轮廓。\n" +
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"需要在 Sprite Editor 里 Generate Physics Shape(默认自动生成)。")]
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[SerializeField] SpriteRenderer groundSprite;
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[Tooltip("可选:直接用 PolygonCollider2D 的路径作为边界。\n" +
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"留空则用 Sprite Physics Shape。")]
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[SerializeField] PolygonCollider2D polygonCollider;
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[Header("崖壁")]
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[Tooltip("崖壁往下延伸的高度(世界单位)")]
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[SerializeField] float wallHeight = 5f;
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[Tooltip("崖壁材质(建议 URP Unlit,深色,Cull Off 双面)")]
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[SerializeField] Material wallMaterial;
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[Header("边缘发光")]
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[Tooltip("是否生成顶部发光条带")]
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[SerializeField] bool generateEdgeGlow = true;
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[Tooltip("发光条带的高度(世界单位)")]
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[SerializeField] float edgeGlowHeight = 0.3f;
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[Tooltip("发光颜色")]
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[SerializeField] Color edgeGlowColor = new Color(0.2f, 0.6f, 0.9f, 1f);
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[Tooltip("发光亮度")]
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[SerializeField, Range(0.1f, 5f)] float edgeGlowIntensity = 1.5f;
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[Tooltip("渐变:越大上边越亮下边越暗")]
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[SerializeField, Range(0.1f, 3f)] float edgeGlowGradient = 1f;
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[Tooltip("边缘发光材质(使用 AbyssEdgeGlow shader)。留空则自动创建。")]
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[SerializeField] Material edgeGlowMaterial;
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[Header("优化")]
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[Tooltip("Douglas-Peucker 简化容差(世界单位)。0 = 不简化。\n" +
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"建议 0.05~0.2,减少顶点数同时保持轮廓形状。")]
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[SerializeField] float simplifyTolerance = 0.1f;
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[Tooltip("UV 平铺缩放(越大纹理越密)")]
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[SerializeField] float uvScale = 1f;
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private const string GENERATED = "Generated_Ground";
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/// <summary>Editor 脚本读取用。</summary>
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public float SimplifyTolerance => simplifyTolerance;
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/// <summary>
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/// 从数据源提取边界点(世界坐标)。
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||||
/// </summary>
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||||
public List<List<Vector3>> GetBoundaryPaths()
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||||
{
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||||
var paths = new List<List<Vector3>>();
|
||||
|
||||
if (polygonCollider != null)
|
||||
{
|
||||
// 从 PolygonCollider2D 读取所有路径
|
||||
for (int i = 0; i < polygonCollider.pathCount; i++)
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||||
{
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||||
Vector2[] path = polygonCollider.GetPath(i);
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||||
var worldPath = new List<Vector3>();
|
||||
foreach (var p in path)
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||||
{
|
||||
Vector3 world = polygonCollider.transform.TransformPoint(p.x, p.y, 0f);
|
||||
worldPath.Add(world);
|
||||
}
|
||||
if (worldPath.Count >= 3)
|
||||
paths.Add(worldPath);
|
||||
}
|
||||
}
|
||||
else if (groundSprite != null && groundSprite.sprite != null)
|
||||
{
|
||||
// 从 Sprite Physics Shape 读取所有轮廓
|
||||
Sprite sprite = groundSprite.sprite;
|
||||
int shapeCount = sprite.GetPhysicsShapeCount();
|
||||
|
||||
for (int i = 0; i < shapeCount; i++)
|
||||
{
|
||||
var shape = new List<Vector2>();
|
||||
sprite.GetPhysicsShape(i, shape);
|
||||
|
||||
var worldPath = new List<Vector3>();
|
||||
foreach (var p in shape)
|
||||
{
|
||||
// Sprite 局部坐标 → 世界坐标
|
||||
// TransformPoint 自动处理旋转(地面精灵平铺时 X→X, Y→Z)
|
||||
Vector3 world = groundSprite.transform.TransformPoint(p.x, p.y, 0f);
|
||||
worldPath.Add(world);
|
||||
}
|
||||
if (worldPath.Count >= 3)
|
||||
paths.Add(worldPath);
|
||||
}
|
||||
}
|
||||
|
||||
return paths;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 生成崖壁 + 发光条带。
|
||||
/// </summary>
|
||||
[ContextMenu("Build Ground")]
|
||||
public void Build()
|
||||
{
|
||||
var paths = GetBoundaryPaths();
|
||||
|
||||
if (paths.Count == 0)
|
||||
{
|
||||
Debug.LogWarning("[GroundBuilder] 没有找到边界数据。\n" +
|
||||
"请指定 groundSprite(Sprite 需有 Physics Shape)或 polygonCollider。");
|
||||
return;
|
||||
}
|
||||
|
||||
// 简化
|
||||
if (simplifyTolerance > 0f)
|
||||
{
|
||||
for (int i = 0; i < paths.Count; i++)
|
||||
paths[i] = SimplifyClosedPath(paths[i], simplifyTolerance);
|
||||
}
|
||||
|
||||
// 清除旧生成物
|
||||
ClearGenerated();
|
||||
|
||||
// 创建容器
|
||||
GameObject container = new GameObject(GENERATED);
|
||||
container.transform.SetParent(transform, false);
|
||||
|
||||
int totalPoints = 0;
|
||||
|
||||
// 为每条路径生成崖壁和发光
|
||||
for (int i = 0; i < paths.Count; i++)
|
||||
{
|
||||
var path = paths[i];
|
||||
totalPoints += path.Count;
|
||||
|
||||
// ---- 崖壁 Mesh ----
|
||||
GameObject wallObj = new GameObject($"CliffWall_{i}");
|
||||
wallObj.transform.SetParent(container.transform, false);
|
||||
MeshFilter wallMF = wallObj.AddComponent<MeshFilter>();
|
||||
MeshRenderer wallMR = wallObj.AddComponent<MeshRenderer>();
|
||||
wallMF.sharedMesh = GenerateWallMesh(path);
|
||||
wallMR.sharedMaterial = wallMaterial;
|
||||
|
||||
// ---- 边缘发光 Mesh ----
|
||||
if (generateEdgeGlow)
|
||||
{
|
||||
GameObject glowObj = new GameObject($"EdgeGlow_{i}");
|
||||
glowObj.transform.SetParent(container.transform, false);
|
||||
MeshFilter glowMF = glowObj.AddComponent<MeshFilter>();
|
||||
MeshRenderer glowMR = glowObj.AddComponent<MeshRenderer>();
|
||||
glowMF.sharedMesh = GenerateEdgeGlowMesh(path);
|
||||
|
||||
if (edgeGlowMaterial != null)
|
||||
{
|
||||
glowMR.sharedMaterial = edgeGlowMaterial;
|
||||
}
|
||||
else
|
||||
{
|
||||
Shader glowShader = Shader.Find("IndianOcean/AbyssEdgeGlow");
|
||||
if (glowShader != null)
|
||||
{
|
||||
Material mat = new Material(glowShader);
|
||||
mat.SetColor("_Color", edgeGlowColor);
|
||||
mat.SetFloat("_Intensity", edgeGlowIntensity);
|
||||
mat.SetFloat("_Gradient", edgeGlowGradient);
|
||||
glowMR.sharedMaterial = mat;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("[GroundBuilder] 找不到 IndianOcean/AbyssEdgeGlow shader。");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int totalEdges = 0;
|
||||
foreach (var p in paths) totalEdges += p.Count;
|
||||
Debug.Log($"[GroundBuilder] 生成完成:{paths.Count} 条路径,{totalEdges} 个边界点," +
|
||||
$"崖壁高度 {wallHeight}。" +
|
||||
(simplifyTolerance > 0 ? $" 已简化(容差 {simplifyTolerance})。" : ""));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清除所有生成物。
|
||||
/// </summary>
|
||||
[ContextMenu("Clear Generated")]
|
||||
public void ClearGenerated()
|
||||
{
|
||||
Transform old = transform.Find(GENERATED);
|
||||
if (old != null)
|
||||
{
|
||||
if (Application.isPlaying)
|
||||
Destroy(old.gameObject);
|
||||
else
|
||||
DestroyImmediate(old.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================
|
||||
// Mesh 生成(共享顶点 + 距离 UV + 手动法线)
|
||||
// ============================================================
|
||||
|
||||
/// <summary>
|
||||
/// 生成崖壁 Mesh:闭合路径,每条边一个垂直四边形(双面),共享顶点。
|
||||
/// UV.x 按边长累积(纹理不拉伸),UV.y: 1=顶 0=底。
|
||||
/// </summary>
|
||||
Mesh GenerateWallMesh(List<Vector3> worldPoints)
|
||||
{
|
||||
int n = worldPoints.Count;
|
||||
|
||||
// 世界坐标 → 本地坐标
|
||||
var local = new Vector3[n];
|
||||
for (int i = 0; i < n; i++)
|
||||
local[i] = transform.InverseTransformPoint(worldPoints[i]);
|
||||
|
||||
// 顶点:top ring (0..n-1) + bottom ring (n..2n-1)
|
||||
Vector3[] verts = new Vector3[n * 2];
|
||||
Vector2[] uvs = new Vector2[n * 2];
|
||||
Vector3[] norms = new Vector3[n * 2];
|
||||
|
||||
float u = 0f;
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
int next = (i + 1) % n;
|
||||
Vector3 top = local[i];
|
||||
Vector3 bot = local[i] + new Vector3(0, -wallHeight, 0);
|
||||
|
||||
verts[i] = top;
|
||||
verts[n + i] = bot;
|
||||
|
||||
// UV.x 按距离累积
|
||||
float edgeLen = Vector3.Distance(local[i], local[next]);
|
||||
uvs[i] = new Vector2(u * uvScale, 1f);
|
||||
uvs[n + i] = new Vector2(u * uvScale, 0f);
|
||||
u += edgeLen;
|
||||
|
||||
// 法线:边的垂直方向,朝外
|
||||
Vector3 edge = local[next] - local[i];
|
||||
Vector3 normal = Vector3.Cross(edge, Vector3.down).normalized;
|
||||
norms[i] = normal;
|
||||
norms[n + i] = normal;
|
||||
}
|
||||
|
||||
// 三角形:双面
|
||||
var tris = new List<int>(n * 4);
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
int next = (i + 1) % n;
|
||||
int ti = i, tj = next, bi = n + i, bj = n + next;
|
||||
|
||||
// 正面
|
||||
tris.Add(ti); tris.Add(tj); tris.Add(bj);
|
||||
tris.Add(ti); tris.Add(bj); tris.Add(bi);
|
||||
// 背面(反绕)
|
||||
tris.Add(ti); tris.Add(bj); tris.Add(tj);
|
||||
tris.Add(ti); tris.Add(bi); tris.Add(bj);
|
||||
}
|
||||
|
||||
Mesh mesh = new Mesh { name = "GroundWall" };
|
||||
mesh.SetVertices(verts);
|
||||
mesh.SetUVs(0, uvs);
|
||||
mesh.SetNormals(norms);
|
||||
mesh.SetTriangles(tris, 0);
|
||||
mesh.RecalculateBounds();
|
||||
return mesh;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 生成边缘发光 Mesh:沿边界顶部的细条。
|
||||
/// UV.y: 1=顶部(亮) 0=底部(暗),配合 AbyssEdgeGlow shader。
|
||||
/// </summary>
|
||||
Mesh GenerateEdgeGlowMesh(List<Vector3> worldPoints)
|
||||
{
|
||||
int n = worldPoints.Count;
|
||||
|
||||
var local = new Vector3[n];
|
||||
for (int i = 0; i < n; i++)
|
||||
local[i] = transform.InverseTransformPoint(worldPoints[i]);
|
||||
|
||||
Vector3[] verts = new Vector3[n * 2];
|
||||
Vector2[] uvs = new Vector2[n * 2];
|
||||
|
||||
float u = 0f;
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
int next = (i + 1) % n;
|
||||
verts[i] = local[i]; // 顶
|
||||
verts[n + i] = local[i] + new Vector3(0, -edgeGlowHeight, 0); // 底
|
||||
|
||||
float edgeLen = Vector3.Distance(local[i], local[next]);
|
||||
uvs[i] = new Vector2(u * uvScale, 1f);
|
||||
uvs[n + i] = new Vector2(u * uvScale, 0f);
|
||||
u += edgeLen;
|
||||
}
|
||||
|
||||
var tris = new List<int>(n * 4);
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
int next = (i + 1) % n;
|
||||
int ti = i, tj = next, bi = n + i, bj = n + next;
|
||||
|
||||
tris.Add(ti); tris.Add(tj); tris.Add(bj);
|
||||
tris.Add(ti); tris.Add(bj); tris.Add(bi);
|
||||
tris.Add(ti); tris.Add(bj); tris.Add(tj);
|
||||
tris.Add(ti); tris.Add(bi); tris.Add(bj);
|
||||
}
|
||||
|
||||
Mesh mesh = new Mesh { name = "EdgeGlow" };
|
||||
mesh.SetVertices(verts);
|
||||
mesh.SetUVs(0, uvs);
|
||||
mesh.SetTriangles(tris, 0);
|
||||
mesh.RecalculateBounds();
|
||||
return mesh;
|
||||
}
|
||||
|
||||
// ============================================================
|
||||
// Douglas-Peucker 路径简化
|
||||
// ============================================================
|
||||
|
||||
/// <summary>
|
||||
/// 对闭合路径做 Douglas-Peucker 简化。
|
||||
/// 先找到离起点最远的点,把闭合路径拆成两条开放路径分别简化。
|
||||
/// </summary>
|
||||
List<Vector3> SimplifyClosedPath(List<Vector3> points, float tolerance)
|
||||
{
|
||||
if (points.Count < 4) return points;
|
||||
|
||||
// 找离 points[0] 最远的点
|
||||
float maxDist = 0f;
|
||||
int farIdx = 1;
|
||||
for (int i = 1; i < points.Count; i++)
|
||||
{
|
||||
float d = Vector3.Distance(points[0], points[i]);
|
||||
if (d > maxDist) { maxDist = d; farIdx = i; }
|
||||
}
|
||||
|
||||
// 拆成两段开放路径
|
||||
var arc1 = new List<Vector3>();
|
||||
var arc2 = new List<Vector3>();
|
||||
for (int i = 0; i <= farIdx; i++) arc1.Add(points[i]);
|
||||
for (int i = farIdx; i < points.Count; i++) arc2.Add(points[i]);
|
||||
arc2.Add(points[0]); // 闭合
|
||||
|
||||
arc1 = DouglasPeucker(arc1, tolerance);
|
||||
arc2 = DouglasPeucker(arc2, tolerance);
|
||||
|
||||
// 合并:arc1 + arc2[1..count-2](跳过 arc2 首尾,它们和 arc1 重复)
|
||||
var result = new List<Vector3>(arc1);
|
||||
for (int i = 1; i < arc2.Count - 1; i++)
|
||||
result.Add(arc2[i]);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
List<Vector3> DouglasPeucker(List<Vector3> points, float tolerance)
|
||||
{
|
||||
if (points.Count < 3) return points;
|
||||
|
||||
// 找离首末连线最远的点
|
||||
float maxDist = 0f;
|
||||
int maxIdx = 0;
|
||||
Vector3 a = points[0];
|
||||
Vector3 b = points[points.Count - 1];
|
||||
|
||||
for (int i = 1; i < points.Count - 1; i++)
|
||||
{
|
||||
float d = PerpDistance(points[i], a, b);
|
||||
if (d > maxDist) { maxDist = d; maxIdx = i; }
|
||||
}
|
||||
|
||||
if (maxDist > tolerance)
|
||||
{
|
||||
var left = DouglasPeucker(points.GetRange(0, maxIdx + 1), tolerance);
|
||||
var right = DouglasPeucker(points.GetRange(maxIdx, points.Count - maxIdx), tolerance);
|
||||
|
||||
var result = new List<Vector3>(left);
|
||||
result.AddRange(right.GetRange(1, right.Count - 1));
|
||||
return result;
|
||||
}
|
||||
else
|
||||
{
|
||||
return new List<Vector3> { a, b };
|
||||
}
|
||||
}
|
||||
|
||||
float PerpDistance(Vector3 p, Vector3 lineA, Vector3 lineB)
|
||||
{
|
||||
Vector3 ab = lineB - lineA;
|
||||
float lenSq = ab.sqrMagnitude;
|
||||
if (lenSq < 1e-8f) return Vector3.Distance(p, lineA);
|
||||
Vector3 ap = p - lineA;
|
||||
float t = Vector3.Dot(ap, ab) / lenSq;
|
||||
t = Mathf.Clamp01(t);
|
||||
Vector3 proj = lineA + t * ab;
|
||||
return Vector3.Distance(p, proj);
|
||||
}
|
||||
|
||||
// ============================================================
|
||||
// Gizmos
|
||||
// ============================================================
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
var paths = GetBoundaryPaths();
|
||||
if (paths.Count == 0) return;
|
||||
|
||||
Gizmos.color = new Color(0.2f, 0.6f, 0.9f, 0.8f);
|
||||
foreach (var path in paths)
|
||||
{
|
||||
for (int i = 0; i < path.Count; i++)
|
||||
{
|
||||
Vector3 cur = path[i];
|
||||
Vector3 next = path[(i + 1) % path.Count];
|
||||
Gizmos.DrawLine(cur, next);
|
||||
Gizmos.DrawSphere(cur, 0.15f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: WnpNvHipV3PXXKeHcFsOVhPsBlAM73Y2J2p6cOGF0AxVywfqigIYWj0=
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user