增加受击泛红效果
This commit is contained in:
@@ -1,10 +1,14 @@
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using UnityEngine;
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using UnityEngine;
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using System;
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using GameFramework;
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using GameFramework;
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namespace IndianOceanAssets.Engine2_5D
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namespace IndianOceanAssets.Engine2_5D
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{
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{
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// Handles health, damage, and death for entities
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// Handles health, damage, and death for entities
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public class HealthSystem : MonoBehaviour
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public class HealthSystem : MonoBehaviour
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{
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{
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/// <summary>玩家受伤时触发(用于受击特效等)</summary>
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public static Action onPlayerDamaged;
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[Range(1, 100)]
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[Range(1, 100)]
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[SerializeField]
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[SerializeField]
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private int maxHealth = 5; // Maximum health
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private int maxHealth = 5; // Maximum health
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@@ -31,6 +35,10 @@ namespace IndianOceanAssets.Engine2_5D
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health -= damageAmount;
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health -= damageAmount;
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// 玩家受伤时触发事件(用于受击泛红特效)
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if (isPlayer && onPlayerDamaged != null)
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onPlayerDamaged.Invoke();
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// If dead
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// If dead
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if (health <= 0)
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if (health <= 0)
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{
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{
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@@ -22068,6 +22120,9 @@ MonoBehaviour:
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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gameState: 0
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lightExpandDuration: 1.5
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lightExpandTargetRadius: 20
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fadeOutDuration: 1
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--- !u!4 &1385715428
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--- !u!4 &1385715428
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@@ -0,0 +1,138 @@
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using UnityEngine;
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using UnityEngine.UI;
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using IndianOceanAssets.Engine2_5D;
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namespace GameFramework
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{
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/// <summary>
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/// 受击泛红特效 —— 玩家受伤时屏幕四周闪烁红色暗角。
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///
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/// 挂载到场景中任意物体上(或由 GameHUD 自动创建)。
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/// 运行时自动创建全屏暗角遮罩,监听 HealthSystem.onPlayerDamaged 事件。
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/// </summary>
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public class DamageFlashOverlay : MonoBehaviour
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{
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[Header("特效参数")]
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[Tooltip("受击时暗角最大透明度(0~1)")]
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[SerializeField] private float flashAlpha = 0.8f;
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[Tooltip("闪烁淡出时间(秒)")]
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[SerializeField] private float fadeDuration = 0.4f;
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[Tooltip("暗角内圈半径(0~1,0=全屏幕红色,1=只有最边缘)")]
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[SerializeField] private float innerRadius = 0.8f;
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private Canvas _canvas;
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private Image _overlayImage;
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private float _currentAlpha;
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private bool _isFlashing;
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private void Start()
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{
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CreateOverlay();
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HealthSystem.onPlayerDamaged += OnPlayerDamaged;
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}
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private void OnDestroy()
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{
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HealthSystem.onPlayerDamaged -= OnPlayerDamaged;
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}
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private void Update()
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{
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if (!_isFlashing) return;
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// 淡出
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_currentAlpha -= Time.unscaledDeltaTime / fadeDuration;
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if (_currentAlpha <= 0f)
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{
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_currentAlpha = 0f;
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_isFlashing = false;
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_overlayImage.gameObject.SetActive(false);
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}
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_overlayImage.color = new Color(1f, 0f, 0f, _currentAlpha);
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}
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private void OnPlayerDamaged()
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{
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// 重置闪烁
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_currentAlpha = flashAlpha;
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_isFlashing = true;
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_overlayImage.gameObject.SetActive(true);
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_overlayImage.color = new Color(1f, 0f, 0f, _currentAlpha);
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}
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/// <summary>
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/// 创建全屏暗角遮罩(运行时生成暗角纹理)。
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/// </summary>
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private void CreateOverlay()
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{
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// 创建 Canvas
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var canvasObj = new GameObject("DamageFlashCanvas");
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_canvas = canvasObj.AddComponent<Canvas>();
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_canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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_canvas.sortingOrder = 10000; // 在 HUD 之上
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canvasObj.AddComponent<CanvasScaler>();
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// 创建全屏 Image
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var imageObj = new GameObject("DamageFlashImage");
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imageObj.transform.SetParent(canvasObj.transform, false);
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var rect = imageObj.AddComponent<RectTransform>();
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rect.anchorMin = Vector2.zero;
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rect.anchorMax = Vector2.one;
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rect.sizeDelta = Vector2.zero;
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_overlayImage = imageObj.AddComponent<Image>();
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_overlayImage.sprite = CreateVignetteSprite();
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_overlayImage.type = Image.Type.Simple;
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_overlayImage.raycastTarget = false; // 不阻挡点击
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imageObj.SetActive(false); // 初始隐藏
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}
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/// <summary>
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/// 运行时生成暗角纹理(中心透明,边缘红色)。
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/// </summary>
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private Sprite CreateVignetteSprite()
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{
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int size = 256;
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var texture = new Texture2D(size, size, TextureFormat.RGBA32, false);
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||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: DH8Z4XurAC+mXJCLMO3KhftlwfsTEfnqj4q0hJGAb8EiGnEHR1zldgM=
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -57,6 +57,13 @@ namespace GameFramework
|
|||||||
UpdateSoulCount(ScoreManager.Instance != null ? ScoreManager.Instance.CurrentScore : 0);
|
UpdateSoulCount(ScoreManager.Instance != null ? ScoreManager.Instance.CurrentScore : 0);
|
||||||
|
|
||||||
UpdateLifeIcons();
|
UpdateLifeIcons();
|
||||||
|
|
||||||
|
// 自动创建受击泛红特效(如果场景中没有)
|
||||||
|
if (FindObjectOfType<DamageFlashOverlay>() == null)
|
||||||
|
{
|
||||||
|
var overlayObj = new GameObject("DamageFlashOverlay");
|
||||||
|
overlayObj.AddComponent<DamageFlashOverlay>();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnDestroy()
|
void OnDestroy()
|
||||||
|
|||||||
@@ -27,13 +27,13 @@ EditorUserSettings:
|
|||||||
value: 5300055151055f5a5e0c0f27477708444515192b287124367c791f30b3b9616d
|
value: 5300055151055f5a5e0c0f27477708444515192b287124367c791f30b3b9616d
|
||||||
flags: 0
|
flags: 0
|
||||||
RecentlyUsedSceneGuid-7:
|
RecentlyUsedSceneGuid-7:
|
||||||
value: 0209025f575750595c57092149765d444e4e49727e7c7068757b1c65b6e36c3b
|
value: 5a55515156575a0b0f56592346260f444f16197c7e7f24697d2a4a32b1b0353e
|
||||||
flags: 0
|
flags: 0
|
||||||
RecentlyUsedSceneGuid-8:
|
RecentlyUsedSceneGuid-8:
|
||||||
value: 5a5757560101590a5d0c0e24427b5d44434e4c7a7b7a23677f2b4565b7b5353a
|
value: 5a5757560101590a5d0c0e24427b5d44434e4c7a7b7a23677f2b4565b7b5353a
|
||||||
flags: 0
|
flags: 0
|
||||||
RecentlyUsedSceneGuid-9:
|
RecentlyUsedSceneGuid-9:
|
||||||
value: 5a55515156575a0b0f56592346260f444f16197c7e7f24697d2a4a32b1b0353e
|
value: 0209025f575750595c57092149765d444e4e49727e7c7068757b1c65b6e36c3b
|
||||||
flags: 0
|
flags: 0
|
||||||
UnityEditor.ShaderGraph.Blackboard:
|
UnityEditor.ShaderGraph.Blackboard:
|
||||||
value: 18135939215a0a5004000b0e15254b524c030a3f2964643d120d1230e9e93a3fd6e826abbd2e2d293c4ead313b08042de6030a0afa240c0d020be94c4ba75e435d8715fa32c70d15d11612dacc11fee5d3c5d1fe9ab1bf968e93e2ffcbc3e7e2f0b3ffe0e8b0be9af8ffaeffff8e85dd8390e3949c8899daa7
|
value: 18135939215a0a5004000b0e15254b524c030a3f2964643d120d1230e9e93a3fd6e826abbd2e2d293c4ead313b08042de6030a0afa240c0d020be94c4ba75e435d8715fa32c70d15d11612dacc11fee5d3c5d1fe9ab1bf968e93e2ffcbc3e7e2f0b3ffe0e8b0be9af8ffaeffff8e85dd8390e3949c8899daa7
|
||||||
|
|||||||
Reference in New Issue
Block a user