Unity3D+moba+技能指示器(二)

2.3指示器图片高亮显示shader

新建shader,代码如下

Shader "Custom/SkillHintBg" {
Properties {
	_MainTex ("Base Texture", 2D) = "white" {}
	_Color ("Main Color", Color) = (1,1,1,1)  
}

Category {
	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
	Blend SrcAlpha OneMinusSrcAlpha
	Cull Off 
	Lighting Off 
	ZWrite Off 
	
	BindChannels {
		Bind "Color", color
		Bind "Vertex", vertex
		Bind "TexCoord", texcoord
	}
	
	SubShader {
		Pass {
		//ZTest Always
			CGPROGRAM   
				#pragma vertex vert  
				#pragma fragment frag
				
				#include "UnityCG.cginc"   
				
				struct v2f {   
					float4 pos : SV_POSITION;   
					float2 uv : TEXCOORD0;   
				};   
				
				v2f vert(appdata_tan v)   
				{   
					v2f o;   
					o.pos = mul (UNITY_MATRIX_MVP, v.vertex);  
					o.uv = v.texcoord; 
					return o;    
				}   
				
				sampler2D _MainTex;  
				float4 _Color; 

				half4 frag (v2f i) : COLOR   
				{   
					half4 result = tex2D (_MainTex, i.uv); 
					result*=_Color;
					return result; 
				}    
			ENDCG 
		}
		Pass {
		ZTest Greater
			CGPROGRAM   
				#pragma vertex vert  
				#pragma fragment frag
				
				#include "UnityCG.cginc"   
				
				struct v2f {   
					float4 pos : SV_POSITION;   
					float2 uv : TEXCOORD0;   
				};   
				v2f vert(appdata_tan v)   
				{   
					v2f o;   
					o.pos = mul (UNITY_MATRIX_MVP, v.vertex);  
					o.uv = v.texcoord; 
					return o;    
				}   
				
				sampler2D _MainTex;  
				float4 _Color; 

				half4 frag (v2f i) : COLOR   
				{   
					half4 result = tex2D (_MainTex, i.uv); 
					result*=_Color;
					result.a /= 3;
					return result; 
				}    
			ENDCG 
		}
	}
}
}

原来使用的shader

形成的效果

使用高亮shader后

2.4 扇形范围指示器

这里是要动态生成一个扇形mesh,通过设置角度和半径达到要显示的效果。动态生成扇形mesh代码如下:

using UnityEngine;
using System.Collections;

[RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
public class MeshFan : MonoBehaviour
{
    public float radius = 2;
    public float angleDegree = 100;
    public int segments = 10;
    public int angleDegreePrecision = 1000;
    public int radiusPrecision = 1000;

    private MeshFilter meshFilter;

    private SectorMeshCreator creator = new SectorMeshCreator();
    private Mesh m_mesh;
    [ExecuteInEditMode]
    private void Awake()
    {
        meshFilter = GetComponent<MeshFilter>();
    }

    private void Update()
    {
        meshFilter.mesh = creator.CreateMesh(radius, angleDegree, segments, angleDegreePrecision, radiusPrecision);
    }

    void OnDrawGizmos()
    {
        Gizmos.color = Color.gray;
        DrawMesh();
    }

    void OnDrawGizmosSelected()
    {
        Gizmos.color = Color.green;
        DrawMesh();
    }

    private void DrawMesh()
    {
        Mesh mesh = creator.CreateMesh(radius, angleDegree, segments, angleDegreePrecision, radiusPrecision);
        int[] tris = mesh.triangles;
        for (int i = 0; i < tris.Length; i += 3)
        {
            Gizmos.DrawLine(convert2World(mesh.vertices[tris[i]]), convert2World(mesh.vertices[tris[i + 1]]));
            Gizmos.DrawLine(convert2World(mesh.vertices[tris[i]]), convert2World(mesh.vertices[tris[i + 2]]));
            Gizmos.DrawLine(convert2World(mesh.vertices[tris[i + 1]]), convert2World(mesh.vertices[tris[i + 2]]));
        }
    }

    private Vector3 convert2World(Vector3 src)
    {
        return transform.TransformPoint(src);
    }

    private class SectorMeshCreator
    {
        private float radius;
        private float angleDegree;
        private int segments;

        private Mesh cacheMesh;

        /// <summary>
        /// 创建一个扇形Mesh
        /// </summary>
        /// <param name="radius">扇形半价</param>
        /// <param name="angleDegree">扇形角度</param>
        /// <param name="segments">扇形弧线分段数</param>
        /// <param name="angleDegreePrecision">扇形角度精度(在满足精度范围内,认为是同个角度)</param>
        /// <param name="radiusPrecision">
        /// <pre>
        /// 扇形半价精度(在满足半价精度范围内,被认为是同个半价)。
        /// 比如:半价精度为1000,则:1.001和1.002不被认为是同个半径。因为放大1000倍之后不相等。
        /// 如果半价精度设置为100,则1.001和1.002可认为是相等的。
        /// </pre>
        /// </param>
        /// <returns></returns>
        public Mesh CreateMesh(float radius, float angleDegree, int segments, int angleDegreePrecision, int radiusPrecision)
        {
            if (checkDiff(radius, angleDegree, segments, angleDegreePrecision, radiusPrecision))
            {
                Mesh newMesh = Create(radius, angleDegree, segments);
                if (newMesh != null)
                {
                    cacheMesh = newMesh;
                    this.radius = radius;
                    this.angleDegree = angleDegree;
                    this.segments = segments;
                }
            }
            return cacheMesh;
        }

        private Mesh Create(float radius, float angleDegree, int segments)
        {

            if (segments == 0)
            {
                segments = 1;
#if UNITY_EDITOR
                Debug.Log("segments must be larger than zero.");
#endif
            }

            Mesh mesh = new Mesh();
            Vector3[] vertices = new Vector3[3 + segments - 1];//全部的顶点数据
            vertices[0] = new Vector3(0, 0, 0);

            float angle = Mathf.Deg2Rad * angleDegree;
            float currAngle = angle / 2;
            float deltaAngle = angle / segments;

            currAngle = Mathf.Deg2Rad * (90 + angleDegree / 2);

            //生成顶点数据
            for (int i = 1; i < vertices.Length; i++)
            {
                vertices[i] = new Vector3(Mathf.Cos(currAngle) * radius, 0, Mathf.Sin(currAngle) * radius);
                currAngle -= deltaAngle;
            }

            //生成三角形数据
            int[] triangles = new int[segments * 3];//有segments个三角形,每3个数据构成一个三角形
            for (int i = 0, vi = 1; i < triangles.Length; i += 3, vi++)
            {
                triangles[i] = 0;
                triangles[i + 1] = vi;
                triangles[i + 2] = vi + 1;
            }

            mesh.vertices = vertices;
            mesh.triangles = triangles;

            //纹理坐标
            Vector2[] uvs = new Vector2[vertices.Length];
            for (int i = 0; i < uvs.Length; i++)
            {
                uvs[i] = new Vector2(vertices[i].x, vertices[i].z);
            }
            mesh.uv = uvs;
            
            return mesh;
        }
        private bool checkDiff(float radius, float angleDegree, int segments, int angleDegreePrecision, int radiusPrecision)
        {
            return segments != this.segments || (int)((angleDegree - this.angleDegree) * angleDegreePrecision) != 0 ||
                   (int)((radius - this.radius) * radiusPrecision) != 0;
        }
    }
}

Mesh :网格组件,主要用于设置外形和外表。3d模型都是由N个三角形构成,而mesh就是保存描述信息的集合,创建mesh网格:应该按照以下顺序:1)分配顶点2)分配三角形.

如图所示:

生成一个扇形Mesh,由10个小三角形构成。顶点总数数为12.第0个顶点坐标为(0,0,0),然后以z轴为正方向,依次计算每个定点坐标。

//生成顶点数据
            for (int i = 1; i < vertices.Length; i++)
            {
                vertices[i] = new Vector3(Mathf.Cos(currAngle) * radius, 0, Mathf.Sin(currAngle) * radius);
                currAngle -= deltaAngle;
            }

有了所有顶点坐标后,分配三角形。mesh.triangles为一个int[],数量一定是3的倍数,每3个为一组,每个值为索引号到mesh.vertices中找对应的坐标数据。

//生成三角形数据
            int[] triangles = new int[segments * 3];//有segments个三角形,每3个数据构成一个三角形
            for (int i = 0, vi = 1; i < triangles.Length; i += 3, vi++)
            {
                triangles[i] = 0;
                triangles[i + 1] = vi;
                triangles[i + 2] = vi + 1;
            }

最后根据技能的施法距离和影响半径设置扇形mesh参数。

2.5选择性技能指示器

这类和扇形一样,就是不需要设置度数,使用一个默认的选择度数,例如60度。当有1个敌人在这个选择扇形的60度之内,他就是目标。如果有多个敌人在范围之内,选取离中心射线夹角最近的。如图所示:

1.当选择指示器的扇形范围内没敌人

2.当选择指示器的扇形范围内有一个敌人,那个选中的敌人头上显示红柱子(后期使用上帝之光来做)

3.当有多个敌人在选择范围内,选择离中心射线最近的

代码如下:

/// <summary>
    /// 选择提示器
    /// </summary>
    /// <param name="skill"></param>
    /// <param name="obj"></param>
    public UnitCtrl tarSelect(SkillCtrl skill,GameObject obj)
    {
        UnitCtrl unitSelect = null;
        float fRadius = 0.0f;
        fRadius = skill.m_disRange;//技能的半径
        Vector3 pos = transform.position;
        Collider[] bufCollider = Physics.OverlapSphere(pos, fRadius);//获取周围成员
        List<UnitCtrl> listUnit = new List<UnitCtrl>();
        foreach (var item in bufCollider)
        {
            UnitCtrl unit = item.GetComponentInParent<UnitCtrl>();
            if (unit != null)
            {
                if (!MainMgr.self.isWe(unit.m_camp) && unit.isAlive && unit.m_isVisible)//非我方,活着,可见
                {
                    listUnit.Add(unit);
                }    
            }
        }

        float minDegree = m_selectDegree/2.0f;
        //在大圆范围内的再进行筛选  1.满足选择范围夹角,2.离中心射线夹角最小的
        foreach (var unit in listUnit)
        {
            Vector3 unitVec = unit.transform.position - obj.transform.position;
            Vector3 selectVec = obj.transform.forward;
            float degree = Vector3.Angle(unitVec, selectVec);
            if (degree <= minDegree)
            {
                minDegree = degree;
                unitSelect = unit;
            }
        }

        if (unitSelect != null)
        {
            UIMgr.self.headLockSet(true, unitSelect);
        }
        else
        {
            UIMgr.self.headLockSet(false, unitSelect);
        }
        return unitSelect;
}

其中要注意的是选中的红柱子,场景内只能有一个(选中型技能一次只能攻击一个人),当我有选择目标时,设置红柱子的父节点为该目标(实现红柱子在选择范围内跟目标走),当我不存在选择目标,红柱子不激活,并且放回pool池的子节点中。代码如下:

public void headLockSet(bool active,UnitCtrl unit)
    {
        m_headLock.SetActive(active);
        if (active == true)
        {
            m_headLock.transform.SetParent(unit.transform);
            m_headLock.transform.localPosition = new Vector3(0,10,0);
            Renderer hintRenderer = m_headLock.GetComponent<Renderer>();
            hintRenderer.material.SetColor("_Color", Color.red);
        }
        else
        {
            m_headLock.transform.SetParent(m_prefab.transform);
            m_headLock.transform.localPosition = new Vector3(0, 0, 0);
        }
    }

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