修改位置
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@@ -1,31 +0,0 @@
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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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/// 回声描边颜色覆盖 —— 挂到精灵上(或其父级),让该精灵的回声描边
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/// 使用自定义颜色/宽度,而非全局默认值。
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///
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/// 为什么需要它:
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/// EchoOutlineManager 在运行时自动创建描边子物体(EchoOutline_xxx),
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/// 这些子物体在编辑器里不存在、无法直接修改。把此组件挂到【父精灵】上,
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/// 运行时代码会读取并应用。
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///
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/// 用法:
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/// - 想让某个精灵描边变红:挂上此组件,outlineColor 设为红色
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/// - 想让某个精灵描边更粗:outlineWidth 设为 4
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/// - 想让某个精灵完全不描边(即使不是光源):勾选 disableOutline
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/// - 挂到父物体上可一次性影响所有子精灵
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/// </summary>
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public class EchoOutlineColorOverride : MonoBehaviour
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{
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[Tooltip("勾选后此精灵不生成描边(即使不是光源物体)")]
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public bool disableOutline = false;
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[Tooltip("此精灵的描边颜色(与全局回声颜色相乘;全局默认白色,所以这里设什么就是什么色)")]
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public Color outlineColor = Color.white;
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[Tooltip("此精灵的描边宽度(-1 = 用材质默认值,≥0 = 自定义像素宽度)")]
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public float outlineWidth = -1f;
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: Xikftnz+AnvxcaAFnpMk8pUJC/3IJIm75WvNeiPxgeM45oPoxYTIjyE=
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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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@@ -1,185 +0,0 @@
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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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/// 描边管理器 —— 自动为场景中所有 SpriteRenderer(排除挂载 LightSource 的物体)
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/// 创建一个使用 SpriteEchoOutline shader 的子物体,用于回声描边效果。
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///
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/// 为什么需要子物体:
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/// - 精灵本体用原始材质(如 SpriteShader.shadergraph)渲染,在黑暗遮罩之下 → 黑暗中不可见
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/// - 描边用 SpriteEchoOutline 材质渲染,队列在黑暗遮罩之上(Transparent+200)→ 黑暗中可见
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/// - 同一个 SpriteRenderer 只能有一个材质,所以用子物体承载描边材质
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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
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/// 2. 把使用 SpriteEchoOutline shader 的材质拖到 outlineMaterial 字段
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/// 3. 运行后自动为每个非光源精灵生成描边子物体
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/// 4. 场景中新增精灵后可右键组件 > Refresh Outlines 重新扫描
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/// </summary>
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public class EchoOutlineManager : MonoBehaviour
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{
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[Header("描边材质(使用 SpriteEchoOutline shader)")]
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[SerializeField] private Material outlineMaterial;
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[Header("过滤")]
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[Tooltip("只处理这些层的精灵(默认 Everything)")]
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[SerializeField] private LayerMask includeLayers = ~0;
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[Tooltip("勾选后,挂载 LightSource 的物体(含父级)不生成描边")]
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[SerializeField] private bool skipLightSources = true;
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private static readonly int EchoIntensityID = Shader.PropertyToID("_EchoOutlineIntensity");
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private static readonly int OutlineColorID = Shader.PropertyToID("_OutlineColor");
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private static readonly int OutlineWidthID = Shader.PropertyToID("_OutlineWidth");
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private static readonly int MainTexID = Shader.PropertyToID("_MainTex");
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private readonly System.Collections.Generic.List<SpriteRenderer> _parentRenderers
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= new System.Collections.Generic.List<SpriteRenderer>();
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private readonly System.Collections.Generic.List<SpriteRenderer> _outlineRenderers
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= new System.Collections.Generic.List<SpriteRenderer>();
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private bool _renderersEnabled = false;
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private void Start()
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{
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RefreshList();
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}
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/// <summary>
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/// 重新扫描场景,为符合条件的精灵创建描边子物体。
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/// 场景中新增精灵后可调用(也有右键菜单)。
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/// </summary>
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[ContextMenu("Refresh Outlines")]
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public void RefreshList()
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{
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ClearOutlines();
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var all = FindObjectsByType<SpriteRenderer>(FindObjectsSortMode.None);
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foreach (var sr in all)
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{
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if (sr == null) continue;
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if ((includeLayers.value & (1 << sr.gameObject.layer)) == 0) continue;
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if (skipLightSources && sr.GetComponentInParent<LightSource>() != null) continue;
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// 跳过已经是描边子物体的(避免重复)。用 sharedMaterial 避免实例化父级材质
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if (sr.sharedMaterial != null && sr.sharedMaterial.shader != null
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&& sr.sharedMaterial.shader.name == "IndianOcean/SpriteEchoOutline")
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continue;
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// 读取自定义描边覆盖(颜色/宽度/禁用)
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var colorOverride = sr.GetComponentInParent<EchoOutlineColorOverride>();
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if (colorOverride != null && colorOverride.disableOutline) continue;
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CreateOutlineChild(sr, colorOverride);
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}
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_renderersEnabled = false;
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UpdateRendererEnabled();
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}
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private void CreateOutlineChild(SpriteRenderer parent, EchoOutlineColorOverride colorOverride)
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{
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var child = new GameObject($"EchoOutline_{parent.gameObject.name}");
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child.transform.SetParent(parent.transform, false);
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child.transform.localPosition = Vector3.zero;
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child.transform.localRotation = Quaternion.identity;
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child.transform.localScale = Vector3.one;
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var cr = child.AddComponent<SpriteRenderer>();
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cr.sprite = parent.sprite;
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cr.color = Color.white;
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cr.flipX = parent.flipX;
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cr.flipY = parent.flipY;
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// 有自定义颜色/宽度时创建材质实例;否则共享材质
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if (colorOverride != null)
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{
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// 用材质实例而非 MPB:MPB 会干扰 SpriteRenderer 的 _MainTex 自动绑定,
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// 导致 shader 采样到白色贴图 → alpha=1 → 描边公式算出 0 → 描边消失
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var mat = new Material(outlineMaterial);
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mat.SetColor(OutlineColorID, colorOverride.outlineColor);
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if (colorOverride.outlineWidth >= 0f)
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mat.SetFloat(OutlineWidthID, colorOverride.outlineWidth);
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if (parent.sprite != null)
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mat.SetTexture(MainTexID, parent.sprite.texture);
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cr.sharedMaterial = mat;
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}
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else
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{
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cr.sharedMaterial = outlineMaterial;
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}
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cr.sortingLayerID = parent.sortingLayerID;
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cr.sortingOrder = parent.sortingOrder + 1;
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cr.enabled = false; // 默认关闭,回声激活时再开
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_parentRenderers.Add(parent);
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_outlineRenderers.Add(cr);
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}
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private void Update()
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{
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// 回声不活跃时关闭所有描边渲染器(省 draw call)
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UpdateRendererEnabled();
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// 同步精灵帧(动画)、翻转、排序
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if (!_renderersEnabled) return;
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for (int i = 0; i < _outlineRenderers.Count; i++)
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{
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var cr = _outlineRenderers[i];
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var pr = _parentRenderers[i];
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if (pr == null || cr == null) continue;
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if (cr.sprite != pr.sprite)
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{
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cr.sprite = pr.sprite;
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// 有自定义材质实例时同步纹理(共享材质由 SpriteRenderer 自动绑定)
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var mat = cr.sharedMaterial;
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if (mat != null && mat != outlineMaterial && pr.sprite != null)
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mat.SetTexture(MainTexID, pr.sprite.texture);
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}
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if (cr.flipX != pr.flipX) cr.flipX = pr.flipX;
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if (cr.flipY != pr.flipY) cr.flipY = pr.flipY;
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if (cr.sortingLayerID != pr.sortingLayerID) cr.sortingLayerID = pr.sortingLayerID;
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if (cr.sortingOrder != pr.sortingOrder + 1) cr.sortingOrder = pr.sortingOrder + 1;
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}
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}
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private void UpdateRendererEnabled()
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{
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float intensity = Shader.GetGlobalFloat(EchoIntensityID);
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bool shouldEnable = intensity > 0.01f;
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if (shouldEnable == _renderersEnabled) return;
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_renderersEnabled = shouldEnable;
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for (int i = 0; i < _outlineRenderers.Count; i++)
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{
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if (_outlineRenderers[i] != null)
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_outlineRenderers[i].enabled = shouldEnable;
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}
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}
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private void ClearOutlines()
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{
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for (int i = 0; i < _outlineRenderers.Count; i++)
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{
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if (_outlineRenderers[i] != null)
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{
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// 清理自定义材质实例(共享材质 outlineMaterial 不销毁)
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var mat = _outlineRenderers[i].sharedMaterial;
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if (mat != null && mat != outlineMaterial)
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Destroy(mat);
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Destroy(_outlineRenderers[i].gameObject);
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}
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}
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_parentRenderers.Clear();
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_outlineRenderers.Clear();
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}
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private void OnDestroy()
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{
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ClearOutlines();
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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||||
guid: C3tKt3itVn3XlGgq7XSiErSLgRwUk/WCk8NYkXazVa0z1Nc71d7kP4g=
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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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@@ -1,156 +0,0 @@
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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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/// 回声系统 v2 —— 描边波纹版。
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/// 按 E 键从玩家位置释放扩散波纹,波纹扫过的精灵(非光源物体)
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/// 会显示外描边(默认白色,可自定义),维持一段时间后整体消散。
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///
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/// 与 v1 的区别:
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/// - 不再在黑暗遮罩上画光波(那样会漏出地板)
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/// - 改为通过全局 shader 参数控制精灵描边 shader (SpriteEchoOutline)
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/// - 时间模型:扩散 → 维持(sustainTime) → 消散(fadeTime)
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///
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/// 挂载位置:玩家物体上(或跟随玩家的空物体)
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/// 依赖:场景中需要有用 SpriteEchoOutline shader 的描边精灵
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/// (由 EchoOutlineManager 自动生成)
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/// </summary>
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public class EchoSystem : MonoBehaviour
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{
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[Header("按键")]
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[SerializeField] private KeyCode echoKey = KeyCode.E;
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[Header("扩散参数")]
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[Tooltip("波纹扩散速度(世界单位/秒)")]
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[SerializeField] private float expandSpeed = 15f;
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[Tooltip("最大扩散半径(到达后进入维持阶段)")]
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[SerializeField] private float maxRadius = 30f;
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[Tooltip("波纹前沿柔和宽度(精灵被扫到时的过渡宽度,越大越柔)")]
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[SerializeField] private float ringWidth = 1.5f;
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[Header("时间模型")]
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[Tooltip("扩散到最大半径后,描边维持的时间(秒)")]
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[SerializeField] private float sustainTime = 4f;
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[Tooltip("维持结束后,描边消散的时间(秒)")]
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[SerializeField] private float fadeTime = 1.5f;
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[Header("描边外观")]
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[Tooltip("描边颜色(默认白色,可自定义)")]
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[SerializeField] private Color outlineColor = Color.white;
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[Header("冷却")]
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[Tooltip("回声冷却时间(秒)")]
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[SerializeField] private float cooldown = 2f;
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// 全局 shader 属性 ID(通过 Shader.SetGlobalX 设置,所有描边精灵共享)
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private static readonly int EchoCenterID = Shader.PropertyToID("_EchoCenter");
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private static readonly int EchoRadiusID = Shader.PropertyToID("_EchoRadius");
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private static readonly int EchoWidthID = Shader.PropertyToID("_EchoWidth");
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private static readonly int EchoOutlineIntensityID = Shader.PropertyToID("_EchoOutlineIntensity");
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private static readonly int EchoOutlineColorID = Shader.PropertyToID("_EchoOutlineColor");
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private enum State { Idle, Expanding, Sustaining, Fading }
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private State _state = State.Idle;
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private float _radius;
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private float _intensity;
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private float _stateTimer;
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private Vector2 _center;
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private float _lastEchoTime = -999f;
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private void Start()
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{
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// 初始化:描边关闭
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Shader.SetGlobalFloat(EchoOutlineIntensityID, 0f);
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Shader.SetGlobalColor(EchoOutlineColorID, outlineColor);
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Shader.SetGlobalFloat(EchoWidthID, ringWidth);
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}
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private void Update()
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{
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// 触发
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if (Input.GetKeyDown(echoKey) && _state == State.Idle && Time.time > _lastEchoTime + cooldown)
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{
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StartEcho();
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}
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// 状态机
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switch (_state)
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{
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case State.Expanding: UpdateExpanding(); break;
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case State.Sustaining: UpdateSustaining(); break;
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case State.Fading: UpdateFading(); break;
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}
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// 每帧推送全局参数
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Shader.SetGlobalVector(EchoCenterID, new Vector4(_center.x, _center.y, 0f, 0f));
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Shader.SetGlobalFloat(EchoRadiusID, _radius);
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Shader.SetGlobalFloat(EchoWidthID, ringWidth);
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Shader.SetGlobalFloat(EchoOutlineIntensityID, _intensity);
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Shader.SetGlobalColor(EchoOutlineColorID, outlineColor);
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}
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private void StartEcho()
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{
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_state = State.Expanding;
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_radius = 0f;
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_intensity = 1f;
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_stateTimer = 0f;
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_lastEchoTime = Time.time;
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// 记录释放时刻的玩家位置(回声中心固定,不跟随移动)
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Vector3 p = transform.position;
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_center = new Vector2(p.x, p.z);
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}
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private void UpdateExpanding()
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{
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_radius += expandSpeed * Time.deltaTime;
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if (_radius >= maxRadius)
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{
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_radius = maxRadius;
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_state = State.Sustaining;
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_stateTimer = 0f;
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}
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}
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private void UpdateSustaining()
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{
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_stateTimer += Time.deltaTime;
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_intensity = 1f; // 维持阶段满强度
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if (_stateTimer >= sustainTime)
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{
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_state = State.Fading;
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_stateTimer = 0f;
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}
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}
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private void UpdateFading()
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{
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_stateTimer += Time.deltaTime;
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// 消散阶段强度从 1 → 0
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_intensity = Mathf.Clamp01(1f - _stateTimer / Mathf.Max(0.0001f, fadeTime));
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if (_stateTimer >= fadeTime)
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{
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_state = State.Idle;
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_intensity = 0f;
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}
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}
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/// <summary>
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/// 外部调用:强制停止回声
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/// </summary>
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public void StopEcho()
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{
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_state = State.Idle;
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_intensity = 0f;
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Shader.SetGlobalFloat(EchoOutlineIntensityID, 0f);
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}
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public bool IsActive => _state != State.Idle;
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
|
||||
guid: DysbsSupUS13hUH/r+5Ob+rgd023D8PFN2FdDz1PS3gDF3NLpTJab8c=
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
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Block a user