增加受击泛红效果

This commit is contained in:
2026-07-04 16:07:08 +08:00
parent d63f0c3fa7
commit fc585fa67e
6 changed files with 253 additions and 2 deletions
+138
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using UnityEngine;
using UnityEngine.UI;
using IndianOceanAssets.Engine2_5D;
namespace GameFramework
{
/// <summary>
/// 受击泛红特效 —— 玩家受伤时屏幕四周闪烁红色暗角。
///
/// 挂载到场景中任意物体上(或由 GameHUD 自动创建)。
/// 运行时自动创建全屏暗角遮罩,监听 HealthSystem.onPlayerDamaged 事件。
/// </summary>
public class DamageFlashOverlay : MonoBehaviour
{
[Header("特效参数")]
[Tooltip("受击时暗角最大透明度(0~1")]
[SerializeField] private float flashAlpha = 0.8f;
[Tooltip("闪烁淡出时间(秒)")]
[SerializeField] private float fadeDuration = 0.4f;
[Tooltip("暗角内圈半径(0~1,0=全屏幕红色,1=只有最边缘)")]
[SerializeField] private float innerRadius = 0.8f;
private Canvas _canvas;
private Image _overlayImage;
private float _currentAlpha;
private bool _isFlashing;
private void Start()
{
CreateOverlay();
HealthSystem.onPlayerDamaged += OnPlayerDamaged;
}
private void OnDestroy()
{
HealthSystem.onPlayerDamaged -= OnPlayerDamaged;
}
private void Update()
{
if (!_isFlashing) return;
// 淡出
_currentAlpha -= Time.unscaledDeltaTime / fadeDuration;
if (_currentAlpha <= 0f)
{
_currentAlpha = 0f;
_isFlashing = false;
_overlayImage.gameObject.SetActive(false);
}
_overlayImage.color = new Color(1f, 0f, 0f, _currentAlpha);
}
private void OnPlayerDamaged()
{
// 重置闪烁
_currentAlpha = flashAlpha;
_isFlashing = true;
_overlayImage.gameObject.SetActive(true);
_overlayImage.color = new Color(1f, 0f, 0f, _currentAlpha);
}
/// <summary>
/// 创建全屏暗角遮罩(运行时生成暗角纹理)。
/// </summary>
private void CreateOverlay()
{
// 创建 Canvas
var canvasObj = new GameObject("DamageFlashCanvas");
_canvas = canvasObj.AddComponent<Canvas>();
_canvas.renderMode = RenderMode.ScreenSpaceOverlay;
_canvas.sortingOrder = 10000; // 在 HUD 之上
canvasObj.AddComponent<CanvasScaler>();
// 创建全屏 Image
var imageObj = new GameObject("DamageFlashImage");
imageObj.transform.SetParent(canvasObj.transform, false);
var rect = imageObj.AddComponent<RectTransform>();
rect.anchorMin = Vector2.zero;
rect.anchorMax = Vector2.one;
rect.sizeDelta = Vector2.zero;
_overlayImage = imageObj.AddComponent<Image>();
_overlayImage.sprite = CreateVignetteSprite();
_overlayImage.type = Image.Type.Simple;
_overlayImage.raycastTarget = false; // 不阻挡点击
imageObj.SetActive(false); // 初始隐藏
}
/// <summary>
/// 运行时生成暗角纹理(中心透明,边缘红色)。
/// </summary>
private Sprite CreateVignetteSprite()
{
int size = 256;
var texture = new Texture2D(size, size, TextureFormat.RGBA32, false);
var pixels = new Color[size * size];
float center = size * 0.5f;
float maxDist = center; // 最大距离(角到中心)
for (int y = 0; y < size; y++)
{
for (int x = 0; x < size; x++)
{
// 计算到中心的归一化距离
float dx = (x - center) / center;
float dy = (y - center) / center;
float dist = Mathf.Sqrt(dx * dx + dy * dy);
// 暗角效果:内圈透明,外圈不透明
float alpha;
if (dist <= innerRadius)
{
alpha = 0f;
}
else
{
// 从内圈到边缘平滑过渡
float t = (dist - innerRadius) / (1.414f - innerRadius); // 1.414 = sqrt(2)
alpha = Mathf.SmoothStep(0f, 1f, t);
}
pixels[y * size + x] = new Color(1f, 0f, 0f, alpha);
}
}
texture.SetPixels(pixels);
texture.Apply();
texture.filterMode = FilterMode.Bilinear;
return Sprite.Create(texture, new Rect(0, 0, size, size), Vector2.one * 0.5f);
}
}
}