通过UI实现阴影视线

这是没有阴影的游戏界面

首先在Canvas中创建两个纯色image图片,分别命名为Make和MakeBg。然后对两个UI的材质球进行配置,使得Make变成穿透层而MakeBg变成黑幕层:

配置成功之后的效果:

然后建立一个物理射线发射机来获得可见视线,具体代码如下:

public class GameSight : MonoBehaviour {

    [SerializeField] 
    private LayerMask layerMask = new LayerMask();
    [SerializeField]
    private GameObject myMask = null;
    private CanvasRenderer myRenderer = null;
    private Mesh mesh;
    private float fov;
    private float viewDistance;
    private Vector3 origin;
    private float startingAngle;
    //初始化
    private void Start() {
        myRenderer = GetComponent<CanvasRenderer>();
        myMask.SetActive(true);
        fov = 360f;
        viewDistance = 15f;
        origin = Vector3.zero;
    }
    
    private void LateUpdate()
    {
        mesh = new Mesh();
        int rayCount = 800;
        float angle = startingAngle;
        float angleIncrease = fov / rayCount;

        Vector3[] vertices = new Vector3[rayCount + 1 + 1];
        Vector2[] uv = new Vector2[vertices.Length];
        int[] triangles = new int[rayCount * 3];

        vertices[0] = origin;

        int vertexIndex = 1;
        int triangleIndex = 0;
        for (int i = 0; i <= rayCount; i++) {
            Vector3 vertex;
            RaycastHit2D raycastHit2D = Physics2D.Raycast(origin, FunLib.GetVectorFromAngle(angle), viewDistance, layerMask);
            if (raycastHit2D.collider == null) {
                // No hit
                vertex = origin + FunLib.GetVectorFromAngle(angle) * viewDistance * 45f;
            } else {
                // Hit object
                Vector2 vector2 = raycastHit2D.point - new Vector2(origin.x, origin.y);
                if (vector2.x > vector2.y)
                {
                    vertex = vector2 * 45;
                }
                else
                {
                    vertex = vector2 * 45;

                }
            }
            vertices[vertexIndex] = vertex;

            if (i > 0) {
                triangles[triangleIndex + 0] = 0;
                triangles[triangleIndex + 1] = vertexIndex - 1;
                triangles[triangleIndex + 2] = vertexIndex;

                triangleIndex += 3;
            }

            vertexIndex++;
            angle -= angleIncrease;
        }

        mesh.vertices = vertices;
        mesh.uv = uv;
        mesh.triangles = triangles;
        mesh.bounds = new Bounds(origin, Vector3.one * 1000f);
        myRenderer.SetMesh(mesh);
    }
    //设置起始点
    public void SetOrigin(Vector3 origin) {
        this.origin = origin;
    }
    //设置方向
    public void SetAimDirection(Vector3 aimDirection) {
        startingAngle = FunLib.GetAngleFromVectorFloat(aimDirection) + fov / 2f;
    }

    public void SetFoV(float fov) {
        this.fov = fov;
    }

    public void SetViewDistance(float viewDistance) {
        this.viewDistance = viewDistance;
    }
    

}

然后在操作台中进行配置:

 

这样就基本完成了目标,可以启动查看效果:

可以看到和未启动的游戏有了很大的区别。

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