修改结算界面v0.2
增加水波纹效果
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using System.Collections;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.SceneManagement;
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namespace GameFramework
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{
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/// <summary>
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/// 游戏失败叠加层 —— 直接挂在 Gameplay 场景的 Canvas 上。
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///
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||||
/// 使用方式:
|
||||
/// 1. 在 Gameplay 场景里创建一个空物体,挂上本脚本
|
||||
/// 2. 运行一次游戏(或点 Editor 按钮),脚本会自动构建子 UI
|
||||
/// 3. 停止运行后,子 UI 留在场景中,可自由编辑样式/位置/精灵
|
||||
/// 4. 运行时由 GameManager 调用 GameLostOverlay.Show() 激活
|
||||
///
|
||||
/// 所有 UI 元素均为 [SerializeField],可在 Inspector 中替换。
|
||||
/// </summary>
|
||||
public class GameLostOverlay : MonoBehaviour
|
||||
{
|
||||
private static GameLostOverlay _instance;
|
||||
|
||||
// ====== Canvas ======
|
||||
[Header("Canvas(留空则自动创建)")]
|
||||
[SerializeField] private Canvas lostCanvas;
|
||||
|
||||
// ====== UI 元素引用(全部可编辑) ======
|
||||
[Header("背景蒙版")]
|
||||
[SerializeField] private Image dimBackground;
|
||||
|
||||
[Header("标题 —— 你已迷失……")]
|
||||
[SerializeField] private Text lostTitleText;
|
||||
[SerializeField] private Image lostTitleImage; // 可用图片替代文字
|
||||
|
||||
[Header("装饰")]
|
||||
[SerializeField] private Image leftDecoration;
|
||||
[SerializeField] private Image rightDecoration;
|
||||
|
||||
[Header("主界面按钮")]
|
||||
[SerializeField] private Button mainMenuButton;
|
||||
[SerializeField] private Image mainMenuButtonImage;
|
||||
|
||||
[Header("音效")]
|
||||
[SerializeField] private AudioData lostSFX;
|
||||
|
||||
[Header("标题渐现动效")]
|
||||
[Tooltip("标题渐现总时长(秒)")]
|
||||
[SerializeField] private float titleFadeDuration = 1.5f;
|
||||
[Tooltip("水面波纹位置抖动幅度(像素)")]
|
||||
[SerializeField] private float ripplePositionAmplitude = 8f;
|
||||
[Tooltip("水面波纹缩放抖动幅度")]
|
||||
[SerializeField] private float rippleScaleAmplitude = 0.08f;
|
||||
[Tooltip("水面波纹频率(越大抖动越快)")]
|
||||
[SerializeField] private float rippleFrequency = 15f;
|
||||
[Tooltip("水波纹材质(留空则自动从 Shader 创建)")]
|
||||
[SerializeField] private Material rippleMaterial;
|
||||
[Tooltip("主界面按钮延迟出现时间(秒)")]
|
||||
[SerializeField] private float buttonFadeDelay = 2f;
|
||||
[Tooltip("按钮渐现时长(秒)")]
|
||||
[SerializeField] private float buttonFadeDuration = 0.5f;
|
||||
|
||||
private bool _isVisible;
|
||||
private Coroutine _titleAnimCoroutine;
|
||||
private Coroutine _buttonFadeCoroutine;
|
||||
private Material _rippleMaterial;
|
||||
|
||||
// ====================================================================
|
||||
// 静态入口
|
||||
// ====================================================================
|
||||
|
||||
/// <summary>
|
||||
/// 显示失败叠加层。优先使用场景中已有的实例,
|
||||
/// 没有则动态创建一个。
|
||||
/// </summary>
|
||||
public static void Show()
|
||||
{
|
||||
// 场景中已有(隐藏的)实例?
|
||||
if (_instance != null)
|
||||
{
|
||||
_instance.Activate();
|
||||
return;
|
||||
}
|
||||
|
||||
// 尝试在场景中找到
|
||||
var found = FindObjectOfType<GameLostOverlay>();
|
||||
if (found != null)
|
||||
{
|
||||
_instance = found;
|
||||
found.Activate();
|
||||
return;
|
||||
}
|
||||
|
||||
// 都没有 → 动态创建
|
||||
var obj = new GameObject("GameLostOverlay");
|
||||
var overlay = obj.AddComponent<GameLostOverlay>();
|
||||
overlay.BuildAll();
|
||||
overlay.Activate();
|
||||
}
|
||||
|
||||
// ====================================================================
|
||||
// 生命周期
|
||||
// ====================================================================
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_instance = this;
|
||||
|
||||
// 如果 Canvas 还没赋值,尝试从自身获取
|
||||
if (lostCanvas == null)
|
||||
lostCanvas = GetComponent<Canvas>();
|
||||
|
||||
// 初始隐藏
|
||||
if (lostCanvas != null)
|
||||
lostCanvas.enabled = false;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!_isVisible) return;
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown(KeyCode.Escape))
|
||||
{
|
||||
ReturnToMainMenu();
|
||||
}
|
||||
}
|
||||
|
||||
// ====================================================================
|
||||
// 激活 / 隐藏
|
||||
// ====================================================================
|
||||
|
||||
private void Activate()
|
||||
{
|
||||
_isVisible = true;
|
||||
|
||||
if (lostCanvas != null)
|
||||
lostCanvas.enabled = true;
|
||||
|
||||
// 自动查找标题元素(兜底:Inspector 未赋值时从 Canvas 子节点中找)
|
||||
AutoFindTitleElement();
|
||||
|
||||
Debug.Log($"[GameLostOverlay] Activate - lostTitleImage={lostTitleImage != null}, lostTitleText={lostTitleText != null}, canvas={lostCanvas != null}");
|
||||
|
||||
// 启动标题渐现动效(水面波纹 + 渐现)
|
||||
if (_titleAnimCoroutine != null)
|
||||
StopCoroutine(_titleAnimCoroutine);
|
||||
_titleAnimCoroutine = StartCoroutine(TitleRippleFadeIn());
|
||||
|
||||
// 绑定按钮 + 延迟渐现
|
||||
if (mainMenuButton != null)
|
||||
{
|
||||
mainMenuButton.onClick.RemoveAllListeners();
|
||||
mainMenuButton.onClick.AddListener(ReturnToMainMenu);
|
||||
|
||||
// 初始隐藏按钮
|
||||
SetButtonAlpha(0f);
|
||||
|
||||
// 延迟后渐现
|
||||
if (_buttonFadeCoroutine != null)
|
||||
StopCoroutine(_buttonFadeCoroutine);
|
||||
_buttonFadeCoroutine = StartCoroutine(ButtonFadeIn());
|
||||
}
|
||||
|
||||
// 音效
|
||||
if (AudioManager.Instance != null && lostSFX != null)
|
||||
AudioManager.Instance.PlaySFX(lostSFX);
|
||||
|
||||
// 显示鼠标
|
||||
Cursor.visible = true;
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 按钮延迟渐现协程:等待 buttonFadeDelay 秒后,用 buttonFadeDuration 秒渐现。
|
||||
/// </summary>
|
||||
private IEnumerator ButtonFadeIn()
|
||||
{
|
||||
yield return new WaitForSecondsRealtime(buttonFadeDelay);
|
||||
|
||||
float elapsed = 0f;
|
||||
while (elapsed < buttonFadeDuration)
|
||||
{
|
||||
elapsed += Time.unscaledDeltaTime;
|
||||
float t = Mathf.Clamp01(elapsed / buttonFadeDuration);
|
||||
SetButtonAlpha(t);
|
||||
yield return null;
|
||||
}
|
||||
SetButtonAlpha(1f);
|
||||
|
||||
if (mainMenuButton != null)
|
||||
mainMenuButton.Select();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置按钮整体透明度(通过 Image.color.a)。
|
||||
/// </summary>
|
||||
private void SetButtonAlpha(float alpha)
|
||||
{
|
||||
if (mainMenuButtonImage != null)
|
||||
{
|
||||
var c = mainMenuButtonImage.color;
|
||||
c.a = alpha;
|
||||
mainMenuButtonImage.color = c;
|
||||
}
|
||||
// 同时处理按钮子物体的 Text
|
||||
if (mainMenuButton != null)
|
||||
{
|
||||
var texts = mainMenuButton.GetComponentsInChildren<Text>(true);
|
||||
foreach (var t in texts)
|
||||
{
|
||||
var c = t.color;
|
||||
c.a = alpha;
|
||||
t.color = c;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 返回主界面。
|
||||
/// </summary>
|
||||
private void ReturnToMainMenu()
|
||||
{
|
||||
_isVisible = false;
|
||||
|
||||
Time.timeScale = 1f;
|
||||
Cursor.visible = true;
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
|
||||
if (SceneLoader.Instance != null)
|
||||
SceneLoader.Instance.LoadMainMenuScene();
|
||||
else
|
||||
SceneManager.LoadScene("MainMenu");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 自动查找标题元素。搜索范围:
|
||||
/// 1. 自身 transform 子节点
|
||||
/// 2. 场景中所有 Canvas 的子节点
|
||||
/// 3. 都找不到则动态创建
|
||||
/// </summary>
|
||||
private void AutoFindTitleElement()
|
||||
{
|
||||
if (lostTitleImage != null || lostTitleText != null) return;
|
||||
|
||||
// 1. 从自身子节点查找
|
||||
TryFindTitleInHierarchy(transform);
|
||||
if (lostTitleText != null || lostTitleImage != null) return;
|
||||
|
||||
// 2. 从 lostCanvas 子节点查找
|
||||
if (lostCanvas != null)
|
||||
{
|
||||
TryFindTitleInHierarchy(lostCanvas.transform);
|
||||
if (lostTitleText != null || lostTitleImage != null) return;
|
||||
}
|
||||
|
||||
// 3. 从场景中所有 Canvas 查找
|
||||
var allCanvases = FindObjectsOfType<Canvas>();
|
||||
foreach (var c in allCanvases)
|
||||
{
|
||||
if (c == lostCanvas) continue;
|
||||
TryFindTitleInHierarchy(c.transform);
|
||||
if (lostTitleText != null || lostTitleImage != null) return;
|
||||
}
|
||||
|
||||
// 4. 都找不到
|
||||
Debug.LogWarning("[GameLostOverlay] 未找到标题元素,请在 Inspector 中拖入 lostTitleImage 或 lostTitleText。");
|
||||
}
|
||||
|
||||
private void TryFindTitleInHierarchy(Transform root)
|
||||
{
|
||||
// 按路径查找
|
||||
var titleObj = root.Find("CenterPanel/LostTitle");
|
||||
if (titleObj != null)
|
||||
{
|
||||
lostTitleImage = titleObj.GetComponent<Image>();
|
||||
if (lostTitleImage != null) return;
|
||||
lostTitleText = titleObj.GetComponent<Text>();
|
||||
if (lostTitleText != null) return;
|
||||
}
|
||||
|
||||
// 按名称查找 Image(lostTitleImage 节点)
|
||||
var allImages = root.GetComponentsInChildren<Image>(true);
|
||||
foreach (var img in allImages)
|
||||
{
|
||||
var name = img.gameObject.name.ToLower();
|
||||
if (name.Contains("lost") || name.Contains("title") || name.Contains("迷失"))
|
||||
{
|
||||
lostTitleImage = img;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// 按文字内容查找 Text
|
||||
var allTexts = root.GetComponentsInChildren<Text>(true);
|
||||
foreach (var t in allTexts)
|
||||
{
|
||||
if (t.text.Contains("迷失") || t.text.Contains("Lost"))
|
||||
{
|
||||
lostTitleText = t;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// 兜底:第一个非按钮 Text
|
||||
foreach (var t in allTexts)
|
||||
{
|
||||
if (t.GetComponentInParent<Button>() == null)
|
||||
{
|
||||
lostTitleText = t;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 标题渐现动效:Shader 水波纹扭曲 + 透明度渐现。
|
||||
/// 前 60% 时间波纹强烈,后 40% 时间波纹减弱至消失。
|
||||
/// 使用 unscaledDeltaTime 不受 timeScale 暂停影响。
|
||||
/// </summary>
|
||||
private IEnumerator TitleRippleFadeIn()
|
||||
{
|
||||
float elapsed = 0f;
|
||||
|
||||
// 优先用图片(Shader 动效),其次用文字(抖动动效)
|
||||
Image titleImg = lostTitleImage;
|
||||
Text titleTxt = lostTitleText;
|
||||
|
||||
// ---- Image: Shader 水波纹 ----
|
||||
if (titleImg != null)
|
||||
{
|
||||
// 创建/获取水波纹材质
|
||||
if (_rippleMaterial == null)
|
||||
{
|
||||
// 优先用 Inspector 拖入的材质
|
||||
if (rippleMaterial != null)
|
||||
{
|
||||
_rippleMaterial = rippleMaterial;
|
||||
Debug.Log("[GameLostOverlay] 使用 Inspector 指定的水波纹材质。");
|
||||
}
|
||||
else
|
||||
{
|
||||
var shader = Shader.Find("GameFramework/UI/WaterRippleFade");
|
||||
if (shader == null)
|
||||
{
|
||||
Debug.LogWarning("[GameLostOverlay] 找不到 WaterRippleFade Shader!请确认 Assets/UI/shaders/WaterRippleFade.shader 存在且无编译错误。回退到抖动动效。");
|
||||
}
|
||||
else
|
||||
{
|
||||
_rippleMaterial = new Material(shader);
|
||||
_rippleMaterial.SetFloat("_RippleAmplitude", ripplePositionAmplitude / 100f);
|
||||
_rippleMaterial.SetFloat("_RippleFrequency", rippleFrequency);
|
||||
_rippleMaterial.SetFloat("_RippleSpeed", 3f);
|
||||
Debug.Log($"[GameLostOverlay] 已创建水波纹材质 - Amp={ripplePositionAmplitude / 100f}, Freq={rippleFrequency}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (_rippleMaterial != null)
|
||||
{
|
||||
titleImg.material = _rippleMaterial;
|
||||
_rippleMaterial.SetFloat("_RippleIntensity", 1f);
|
||||
_rippleMaterial.SetFloat("_FadeAlpha", 0f);
|
||||
}
|
||||
|
||||
while (elapsed < titleFadeDuration)
|
||||
{
|
||||
elapsed += Time.unscaledDeltaTime;
|
||||
float t = Mathf.Clamp01(elapsed / titleFadeDuration);
|
||||
|
||||
// 波纹强度:前 60% 强,后 40% 衰减至 0
|
||||
float rippleIntensity;
|
||||
if (t < 0.6f)
|
||||
rippleIntensity = 1f;
|
||||
else
|
||||
rippleIntensity = Mathf.InverseLerp(1f, 0.6f, t);
|
||||
|
||||
// 渐现曲线(EaseOut)
|
||||
float fadeT = 1f - Mathf.Pow(1f - t, 2.5f);
|
||||
|
||||
if (_rippleMaterial != null)
|
||||
{
|
||||
_rippleMaterial.SetFloat("_RippleIntensity", rippleIntensity);
|
||||
_rippleMaterial.SetFloat("_FadeAlpha", fadeT);
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// 确保最终状态
|
||||
if (_rippleMaterial != null)
|
||||
{
|
||||
_rippleMaterial.SetFloat("_RippleIntensity", 0f);
|
||||
_rippleMaterial.SetFloat("_FadeAlpha", 1f);
|
||||
}
|
||||
yield break;
|
||||
}
|
||||
|
||||
// ---- Text: 抖动动效(回退方案) ----
|
||||
if (titleTxt != null)
|
||||
{
|
||||
var titleTransform = titleTxt.rectTransform;
|
||||
var c = titleTxt.color;
|
||||
c.a = 0f;
|
||||
titleTxt.color = c;
|
||||
Vector2 targetPosition = titleTransform.anchoredPosition;
|
||||
Vector3 targetScale = titleTransform.localScale;
|
||||
|
||||
while (elapsed < titleFadeDuration)
|
||||
{
|
||||
elapsed += Time.unscaledDeltaTime;
|
||||
float t = Mathf.Clamp01(elapsed / titleFadeDuration);
|
||||
|
||||
float rippleIntensity = t < 0.6f ? 1f : Mathf.InverseLerp(1f, 0.6f, t);
|
||||
float fadeT = 1f - Mathf.Pow(1f - t, 2.5f);
|
||||
|
||||
float jitterX = Random.Range(-1f, 1f) * ripplePositionAmplitude * rippleIntensity;
|
||||
float jitterY = Random.Range(-1f, 1f) * ripplePositionAmplitude * rippleIntensity * 0.5f;
|
||||
float jitterScale = Random.Range(-1f, 1f) * rippleScaleAmplitude * rippleIntensity;
|
||||
|
||||
titleTransform.anchoredPosition = targetPosition + new Vector2(jitterX, jitterY);
|
||||
titleTransform.localScale = targetScale * (1f + jitterScale);
|
||||
|
||||
var col = titleTxt.color;
|
||||
col.a = fadeT;
|
||||
titleTxt.color = col;
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
titleTransform.anchoredPosition = targetPosition;
|
||||
titleTransform.localScale = targetScale;
|
||||
var finalCol = titleTxt.color;
|
||||
finalCol.a = 1f;
|
||||
titleTxt.color = finalCol;
|
||||
}
|
||||
}
|
||||
|
||||
// ====================================================================
|
||||
// Editor 辅助:一键构建 UI 子节点(在场景编辑时调用)
|
||||
// ====================================================================
|
||||
|
||||
#if UNITY_EDITOR
|
||||
/// <summary>
|
||||
/// 在 Unity 编辑器中调用此方法,自动构建所有 UI 子节点。
|
||||
/// 构建完成后停止运行,即可在 Inspector 中编辑所有引用。
|
||||
/// </summary>
|
||||
[ContextMenu("构建 UI(Build UI)")]
|
||||
public void EditorBuildUI()
|
||||
{
|
||||
BuildAll();
|
||||
// 构建完显示 Canvas 方便预览
|
||||
if (lostCanvas != null)
|
||||
lostCanvas.enabled = true;
|
||||
Debug.Log("[GameLostOverlay] UI 构建完成,可在场景中编辑。");
|
||||
}
|
||||
#endif
|
||||
|
||||
// ====================================================================
|
||||
// 动态构建 UI(首次使用 / 无预制体时)
|
||||
// ====================================================================
|
||||
|
||||
/// <summary>
|
||||
/// 构建整个 UI 结构。构建后所有引用自动填入 SerializeField。
|
||||
/// </summary>
|
||||
private void BuildAll()
|
||||
{
|
||||
// ---- Canvas ----
|
||||
if (lostCanvas == null)
|
||||
{
|
||||
var canvasObj = new GameObject("LostCanvas");
|
||||
canvasObj.transform.SetParent(transform, false);
|
||||
|
||||
lostCanvas = canvasObj.AddComponent<Canvas>();
|
||||
lostCanvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
lostCanvas.sortingOrder = 100000;
|
||||
|
||||
var scaler = canvasObj.AddComponent<CanvasScaler>();
|
||||
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||
scaler.referenceResolution = new Vector2(1920, 1080);
|
||||
scaler.matchWidthOrHeight = 0.5f;
|
||||
|
||||
canvasObj.AddComponent<GraphicRaycaster>();
|
||||
}
|
||||
|
||||
var root = lostCanvas.gameObject;
|
||||
|
||||
// ---- 全屏暗色蒙版 ----
|
||||
if (dimBackground == null)
|
||||
dimBackground = CreateFullScreenImage(root, "DimBackground", new Color(0f, 0f, 0f, 0.6f));
|
||||
|
||||
// ---- 中央面板 ----
|
||||
var centerPanel = FindOrCreateChild(root, "CenterPanel");
|
||||
var cpRect = centerPanel.GetComponent<RectTransform>();
|
||||
if (cpRect.anchorMin == Vector2.zero && cpRect.anchorMax == Vector2.zero)
|
||||
{
|
||||
cpRect.anchorMin = new Vector2(0.15f, 0.3f);
|
||||
cpRect.anchorMax = new Vector2(0.85f, 0.75f);
|
||||
cpRect.sizeDelta = Vector2.zero;
|
||||
}
|
||||
|
||||
// ---- 左装饰 ----
|
||||
if (leftDecoration == null)
|
||||
leftDecoration = CreateDecoration(centerPanel, "LeftDecoration", true);
|
||||
|
||||
// ---- 右装饰 ----
|
||||
if (rightDecoration == null)
|
||||
rightDecoration = CreateDecoration(centerPanel, "RightDecoration", false);
|
||||
|
||||
// ---- 标题文字 ----
|
||||
if (lostTitleText == null && lostTitleImage == null)
|
||||
{
|
||||
lostTitleText = CreateTitleText(centerPanel);
|
||||
}
|
||||
|
||||
// ---- 主界面按钮 ----
|
||||
if (mainMenuButton == null)
|
||||
CreateMainMenuButton(centerPanel);
|
||||
}
|
||||
|
||||
// ------ 构建子元素 ------
|
||||
|
||||
private Image CreateFullScreenImage(GameObject parent, string name, Color color)
|
||||
{
|
||||
var obj = new GameObject(name);
|
||||
obj.transform.SetParent(parent.transform, false);
|
||||
var rect = obj.AddComponent<RectTransform>();
|
||||
rect.anchorMin = Vector2.zero;
|
||||
rect.anchorMax = Vector2.one;
|
||||
rect.sizeDelta = Vector2.zero;
|
||||
var img = obj.AddComponent<Image>();
|
||||
img.color = color;
|
||||
return img;
|
||||
}
|
||||
|
||||
private GameObject FindOrCreateChild(GameObject parent, string name)
|
||||
{
|
||||
var t = parent.transform.Find(name);
|
||||
if (t != null) return t.gameObject;
|
||||
|
||||
var obj = new GameObject(name);
|
||||
obj.transform.SetParent(parent.transform, false);
|
||||
obj.AddComponent<RectTransform>();
|
||||
return obj;
|
||||
}
|
||||
|
||||
private Image CreateDecoration(GameObject parent, string name, bool isLeft)
|
||||
{
|
||||
var obj = new GameObject(name);
|
||||
obj.transform.SetParent(parent.transform, false);
|
||||
var rect = obj.AddComponent<RectTransform>();
|
||||
rect.anchorMin = new Vector2(0.5f, 0.5f);
|
||||
rect.anchorMax = new Vector2(0.5f, 0.5f);
|
||||
rect.pivot = new Vector2(0.5f, 0.5f);
|
||||
rect.sizeDelta = new Vector2(120, 200);
|
||||
rect.anchoredPosition = new Vector2(isLeft ? -300 : 300, 0);
|
||||
var img = obj.AddComponent<Image>();
|
||||
img.color = new Color(0.9f, 0.4f, 0.5f, 0.5f);
|
||||
return img;
|
||||
}
|
||||
|
||||
private Text CreateTitleText(GameObject parent)
|
||||
{
|
||||
var obj = new GameObject("LostTitle");
|
||||
obj.transform.SetParent(parent.transform, false);
|
||||
var rect = obj.AddComponent<RectTransform>();
|
||||
rect.anchorMin = new Vector2(0.5f, 0.5f);
|
||||
rect.anchorMax = new Vector2(0.5f, 0.5f);
|
||||
rect.pivot = new Vector2(0.5f, 0.5f);
|
||||
rect.anchoredPosition = new Vector2(0, 30);
|
||||
rect.sizeDelta = new Vector2(800, 120);
|
||||
|
||||
var text = obj.AddComponent<Text>();
|
||||
text.text = "你已迷失……";
|
||||
text.fontSize = 72;
|
||||
text.alignment = TextAnchor.MiddleCenter;
|
||||
text.color = Color.white;
|
||||
text.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
|
||||
text.fontStyle = FontStyle.Bold;
|
||||
|
||||
var shadow = obj.AddComponent<Shadow>();
|
||||
shadow.effectColor = new Color(0f, 0f, 0f, 0.5f);
|
||||
shadow.effectDistance = new Vector2(3, -3);
|
||||
|
||||
var outline = obj.AddComponent<Outline>();
|
||||
outline.effectColor = new Color(0.3f, 0.1f, 0.1f, 0.6f);
|
||||
outline.effectDistance = new Vector2(2, -2);
|
||||
|
||||
return text;
|
||||
}
|
||||
|
||||
private void CreateMainMenuButton(GameObject parent)
|
||||
{
|
||||
var btnObj = new GameObject("MainMenuButton");
|
||||
btnObj.transform.SetParent(parent.transform, false);
|
||||
|
||||
var btnRect = btnObj.AddComponent<RectTransform>();
|
||||
btnRect.anchorMin = new Vector2(0.5f, 0.5f);
|
||||
btnRect.anchorMax = new Vector2(0.5f, 0.5f);
|
||||
btnRect.pivot = new Vector2(0.5f, 0.5f);
|
||||
btnRect.anchoredPosition = new Vector2(0, -80);
|
||||
btnRect.sizeDelta = new Vector2(200, 60);
|
||||
|
||||
var btnImage = btnObj.AddComponent<Image>();
|
||||
btnImage.color = new Color(1f, 1f, 1f, 0.2f);
|
||||
|
||||
mainMenuButtonImage = btnImage;
|
||||
|
||||
var textObj = new GameObject("Text");
|
||||
textObj.transform.SetParent(btnObj.transform, false);
|
||||
var textRect = textObj.AddComponent<RectTransform>();
|
||||
textRect.anchorMin = Vector2.zero;
|
||||
textRect.anchorMax = Vector2.one;
|
||||
textRect.sizeDelta = Vector2.zero;
|
||||
|
||||
var text = textObj.AddComponent<Text>();
|
||||
text.text = "主界面";
|
||||
text.fontSize = 28;
|
||||
text.alignment = TextAnchor.MiddleCenter;
|
||||
text.color = Color.white;
|
||||
text.font = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
|
||||
|
||||
mainMenuButton = btnObj.AddComponent<Button>();
|
||||
var colors = mainMenuButton.colors;
|
||||
colors.highlightedColor = new Color(1.2f, 1.2f, 1.2f);
|
||||
colors.pressedColor = new Color(0.8f, 0.8f, 0.8f);
|
||||
mainMenuButton.colors = colors;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: Wywd4SKrAXNc+Fwjq+o/hULULOb/iMpKr6vyL+R0z0MC7BduwO5pIPg=
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+108
-17
@@ -27,7 +27,14 @@ namespace GameFramework
|
||||
|
||||
[SerializeField] private GameState gameState = GameState.Playing;
|
||||
|
||||
[Header("过场动画")]
|
||||
[Header("过场动画 - 失败(光圈缩小)")]
|
||||
[Tooltip("光源缩小的持续时间(秒)")]
|
||||
[SerializeField] private float lightShrinkDuration = 2f;
|
||||
|
||||
[Tooltip("失败后黑色遮罩淡出持续时间(秒)")]
|
||||
[SerializeField] private float lostFadeOutDuration = 1f;
|
||||
|
||||
[Header("过场动画 - 胜利(光源扩大 + 切场景)")]
|
||||
[Tooltip("光源扩大的持续时间(秒)")]
|
||||
[SerializeField] private float lightExpandDuration = 1.5f;
|
||||
|
||||
@@ -56,27 +63,76 @@ namespace GameFramework
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 死亡过场协程:禁用控制 → 光源放大 → 淡出 → 跳转 Scoring。
|
||||
/// 使用 unscaledDeltaTime 确保不受 timeScale 影响。
|
||||
/// 失败过场协程:禁用控制 → 光源缩小至 0 → 淡出黑色 → 显示失败叠加层。
|
||||
/// 不切换场景,留在 Gameplay。
|
||||
/// </summary>
|
||||
private IEnumerator DeathTransition()
|
||||
{
|
||||
// 等待一帧,让 HUD 先更新血量显示(最后一滴血消失)
|
||||
// 等待一帧,让 HUD 先更新血量显示
|
||||
yield return null;
|
||||
|
||||
// 1. 查找玩家并禁用控制
|
||||
var player = GameObject.FindGameObjectWithTag("Player");
|
||||
if (player != null)
|
||||
{
|
||||
// 禁用玩家移动
|
||||
var playerController = player.GetComponent<PlayerController>();
|
||||
if (playerController != null) playerController.enabled = false;
|
||||
|
||||
// 禁用相机跟随
|
||||
var camFollow = Camera.main != null ? Camera.main.GetComponent<CameraFollow>() : null;
|
||||
if (camFollow != null) camFollow.enabled = false;
|
||||
|
||||
// 2. 光源扩大
|
||||
// 2. 光源缩小至完全不可见
|
||||
var lightSource = player.GetComponent<LightSource>();
|
||||
if (lightSource != null)
|
||||
{
|
||||
float startRadius = lightSource.Radius;
|
||||
float startIntensity = lightSource.Intensity;
|
||||
float elapsed = 0f;
|
||||
|
||||
while (elapsed < lightShrinkDuration)
|
||||
{
|
||||
elapsed += Time.unscaledDeltaTime;
|
||||
float t = Mathf.Clamp01(elapsed / lightShrinkDuration);
|
||||
float smoothT = t * t * (3f - 2f * t); // SmoothStep
|
||||
lightSource.SetRadius(Mathf.Lerp(startRadius, 0.1f, smoothT));
|
||||
lightSource.SetIntensity(Mathf.Lerp(startIntensity, 0f, smoothT));
|
||||
yield return null;
|
||||
}
|
||||
|
||||
lightSource.SetRadius(0.1f);
|
||||
lightSource.SetIntensity(0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
yield return new WaitForSecondsRealtime(lightShrinkDuration);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
yield return new WaitForSecondsRealtime(lightShrinkDuration);
|
||||
}
|
||||
|
||||
// 3. 淡出黑色 + 显示失败叠加层(不切场景)
|
||||
yield return StartCoroutine(ShowLostOverlay());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 胜利过场协程:光源扩大 → 淡出 → 跳转 Scoring。
|
||||
/// </summary>
|
||||
private IEnumerator VictoryTransition()
|
||||
{
|
||||
// 胜利使用光源扩散 + 淡出 + 切场景(与失败不同)
|
||||
yield return null;
|
||||
|
||||
var player = GameObject.FindGameObjectWithTag("Player");
|
||||
if (player != null)
|
||||
{
|
||||
var playerController = player.GetComponent<PlayerController>();
|
||||
if (playerController != null) playerController.enabled = false;
|
||||
|
||||
var camFollow = Camera.main != null ? Camera.main.GetComponent<CameraFollow>() : null;
|
||||
if (camFollow != null) camFollow.enabled = false;
|
||||
|
||||
var lightSource = player.GetComponent<LightSource>();
|
||||
if (lightSource != null)
|
||||
{
|
||||
@@ -87,7 +143,7 @@ namespace GameFramework
|
||||
{
|
||||
elapsed += Time.unscaledDeltaTime;
|
||||
float t = Mathf.Clamp01(elapsed / lightExpandDuration);
|
||||
float smoothT = t * t * (3f - 2f * t); // SmoothStep
|
||||
float smoothT = t * t * (3f - 2f * t);
|
||||
lightSource.SetRadius(Mathf.Lerp(startRadius, lightExpandTargetRadius, smoothT));
|
||||
yield return null;
|
||||
}
|
||||
@@ -96,31 +152,66 @@ namespace GameFramework
|
||||
}
|
||||
else
|
||||
{
|
||||
// 没有光源,等待同样时间
|
||||
yield return new WaitForSecondsRealtime(lightExpandDuration);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// 没有玩家,等待同样时间
|
||||
yield return new WaitForSecondsRealtime(lightExpandDuration);
|
||||
}
|
||||
|
||||
// 3. 淡出到黑色
|
||||
yield return StartCoroutine(FadeOutAndLoad());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 胜利过场协程(与死亡相同,可后续扩展不同效果)。
|
||||
/// 失败叠加层:淡入黑色 → 显示"你已迷失"UI → 黑色稍微淡出露出暗黑场景。
|
||||
/// 不切换场景,留在 Gameplay。
|
||||
/// </summary>
|
||||
private IEnumerator VictoryTransition()
|
||||
private IEnumerator ShowLostOverlay()
|
||||
{
|
||||
// 胜利也使用相同的光源扩散 + 淡出效果
|
||||
yield return DeathTransition();
|
||||
// 创建全屏黑色遮罩
|
||||
var canvasObj = new GameObject("FadeOverlay");
|
||||
var canvas = canvasObj.AddComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
canvas.sortingOrder = 99999;
|
||||
canvasObj.AddComponent<CanvasScaler>();
|
||||
|
||||
var overlay = canvasObj.AddComponent<Image>();
|
||||
overlay.color = new Color(0, 0, 0, 0);
|
||||
|
||||
// 淡入到全黑
|
||||
float elapsed = 0f;
|
||||
while (elapsed < fadeOutDuration)
|
||||
{
|
||||
elapsed += Time.unscaledDeltaTime;
|
||||
float t = Mathf.Clamp01(elapsed / fadeOutDuration);
|
||||
overlay.color = new Color(0, 0, 0, t);
|
||||
yield return null;
|
||||
}
|
||||
overlay.color = new Color(0, 0, 0, 1);
|
||||
|
||||
yield return null;
|
||||
|
||||
// 在全黑之上显示失败叠加层("你已迷失……" + 主界面按钮)
|
||||
GameLostOverlay.Show();
|
||||
|
||||
// 等待一帧让 UI 渲染
|
||||
yield return null;
|
||||
|
||||
// 黑色遮罩稍微淡出,露出一点暗黑场景(配合叠加层的暗色蒙版)
|
||||
elapsed = 0f;
|
||||
while (elapsed < lostFadeOutDuration)
|
||||
{
|
||||
elapsed += Time.unscaledDeltaTime;
|
||||
float t = Mathf.Clamp01(elapsed / lostFadeOutDuration);
|
||||
overlay.color = new Color(0, 0, 0, Mathf.Lerp(1f, 0.4f, t));
|
||||
yield return null;
|
||||
}
|
||||
overlay.color = new Color(0, 0, 0, 0.4f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建全屏黑色遮罩并淡出,然后加载 Scoring 场景。
|
||||
/// 创建全屏黑色遮罩并淡出,然后加载 Scoring 场景(仅胜利时使用)。
|
||||
/// </summary>
|
||||
private IEnumerator FadeOutAndLoad()
|
||||
{
|
||||
@@ -148,7 +239,7 @@ namespace GameFramework
|
||||
// 等待一帧确保淡出渲染完成
|
||||
yield return null;
|
||||
|
||||
// 加载 Scoring 场景(直接使用 SceneManager,避免 SceneLoader 的异步加载可能卡住)
|
||||
// 加载 Scoring 场景
|
||||
Debug.Log("[GameManager] 过场完成,正在加载 Scoring 场景...");
|
||||
SceneManager.LoadScene("Scoring");
|
||||
}
|
||||
|
||||
@@ -44,25 +44,9 @@ namespace GameFramework
|
||||
|
||||
void ShowGameOver()
|
||||
{
|
||||
// 显示结束画面
|
||||
if (gameOverCanvas != null)
|
||||
gameOverCanvas.enabled = true;
|
||||
|
||||
// 暂停游戏
|
||||
if (TimeController.Instance != null)
|
||||
TimeController.Instance.Pause();
|
||||
|
||||
// 显示鼠标
|
||||
Cursor.visible = true;
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
|
||||
// 选中确认按钮
|
||||
if (confirmButton != null)
|
||||
confirmButton.Select();
|
||||
|
||||
// 播放音效
|
||||
if (AudioManager.Instance != null && gameOverSFX != null)
|
||||
AudioManager.Instance.PlaySFX(gameOverSFX);
|
||||
// 失败时由 GameLostOverlay 接管 UI,这里不再显示旧 Canvas
|
||||
// 暂停和鼠标由 GameManager + GameLostOverlay 统一处理
|
||||
return;
|
||||
}
|
||||
|
||||
void Update()
|
||||
|
||||
@@ -69,7 +69,10 @@ namespace GameFramework
|
||||
GameManager.onGameWin -= OnGameWin;
|
||||
}
|
||||
|
||||
void OnGameOver() => ShowResult(GameResult.Lose);
|
||||
void OnGameOver()
|
||||
{
|
||||
// 失败时由 GameLostOverlay 接管,不再显示旧失败面板
|
||||
}
|
||||
void OnGameWin() => ShowResult(GameResult.Win);
|
||||
|
||||
void Start()
|
||||
|
||||
@@ -0,0 +1,8 @@
|
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|
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folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,46 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!21 &2100000
|
||||
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|
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|
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|
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|
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m_PrefabInstance: {fileID: 0}
|
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m_PrefabAsset: {fileID: 0}
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m_Name: WaterRippleFade
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m_Shader: {fileID: 4800000, guid: CH0X5HutAHIq8wKmwmbkjKJlHGH/OREG19hBK3xdhB3plPoFMK+U1dw=, type: 3}
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|
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords: []
|
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m_InvalidKeywords: []
|
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m_LightmapFlags: 4
|
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|
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m_DoubleSidedGI: 0
|
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m_CustomRenderQueue: -1
|
||||
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|
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|
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m_LockedProperties:
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _ColorMask: 15
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- _FadeAlpha: 1
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- _RippleAmplitude: 0.02
|
||||
- _RippleFrequency: 8
|
||||
- _RippleIntensity: 1
|
||||
- _RippleSpeed: 3
|
||||
- _Stencil: 0
|
||||
- _StencilComp: 8
|
||||
- _StencilOp: 0
|
||||
- _StencilReadMask: 255
|
||||
- _StencilWriteMask: 255
|
||||
- _UseUIAlphaClip: 0
|
||||
m_Colors:
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
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||||
guid: DS4b4HyvBX+XinHARY4wRfv/mtbQDOAEbu+aS8yJaASdJjfwaf5WGU4=
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||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
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||||
fileFormatVersion: 2
|
||||
guid: D39OsCyuBS8dp3uWcdpzjcAt7zjw8PRCsgCscGLJdFdF0dY6vfNo0bo=
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||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,155 @@
|
||||
Shader "GameFramework/UI/WaterRippleFade"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
// ---- 水波纹参数 ----
|
||||
_RippleAmplitude ("Ripple Amplitude", Range(0, 0.15)) = 0.02
|
||||
_RippleFrequency ("Ripple Frequency", Range(1, 30)) = 8
|
||||
_RippleSpeed ("Ripple Speed", Range(0, 10)) = 3
|
||||
_RippleIntensity ("Ripple Intensity", Range(0, 1)) = 1
|
||||
_FadeAlpha ("Fade Alpha", Range(0, 1)) = 1
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
"RenderPipeline" = "UniversalPipeline"
|
||||
"PreviewType" = "Plane"
|
||||
"CanUseSpriteAtlas" = "True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Default"
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
|
||||
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
|
||||
|
||||
TEXTURE2D(_MainTex);
|
||||
SAMPLER(sampler_MainTex);
|
||||
float4 _MainTex_ST;
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _Color;
|
||||
float4 _ClipRect;
|
||||
float _RippleAmplitude;
|
||||
float _RippleFrequency;
|
||||
float _RippleSpeed;
|
||||
float _RippleIntensity;
|
||||
float _FadeAlpha;
|
||||
CBUFFER_END
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 worldPosition : TEXCOORD1;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
// UI 裁剪函数(兼容内置 UI 系统)
|
||||
float4 UnityGet2DClipping(float2 position, float4 clipRect)
|
||||
{
|
||||
float2 inside = step(clipRect.xy, position.xy) * step(position.xy, clipRect.zw);
|
||||
return float4(inside.x * inside.y, inside.x * inside.y, inside.x * inside.y, inside.x * inside.y);
|
||||
}
|
||||
|
||||
Varyings vert(Attributes input)
|
||||
{
|
||||
Varyings output;
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
output.worldPosition = input.positionOS;
|
||||
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
|
||||
output.texcoord = TRANSFORM_TEX(input.texcoord, _MainTex);
|
||||
output.color = input.color * _Color;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
half4 frag(Varyings input) : SV_Target
|
||||
{
|
||||
// ---- 水波纹 UV 扭曲 ----
|
||||
float2 uv = input.texcoord;
|
||||
|
||||
float time = _Time.y * _RippleSpeed;
|
||||
float amp = _RippleAmplitude * _RippleIntensity;
|
||||
|
||||
// 三层正弦波叠加,模拟水面扰动
|
||||
float wave1 = sin(uv.y * _RippleFrequency * 6.28 + time) * amp;
|
||||
float wave2 = sin(uv.x * _RippleFrequency * 4.5 + time * 1.3) * amp * 0.6;
|
||||
float wave3 = sin((uv.x + uv.y) * _RippleFrequency * 8.0 - time * 0.7) * amp * 0.3;
|
||||
|
||||
uv.x += wave1 + wave3;
|
||||
uv.y += wave2 + wave3 * 0.5;
|
||||
|
||||
// 采样纹理
|
||||
half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv) * input.color;
|
||||
|
||||
// ---- 渐现 Alpha ----
|
||||
color.a *= _FadeAlpha;
|
||||
|
||||
// UI 裁剪
|
||||
#ifdef UNITY_UI_CLIP_RECT
|
||||
color.a *= UnityGet2DClipping(input.worldPosition.xy, _ClipRect).r;
|
||||
#endif
|
||||
|
||||
#ifdef UNITY_UI_ALPHACLIP
|
||||
clip(color.a - 0.001);
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
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guid: CH0X5HutAHIq8wKmwmbkjKJlHGH/OREG19hBK3xdhB3plPoFMK+U1dw=
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user