• 刀光拖尾效果


    using UnityEngine;

    using System.Collections;

    public class TrailArc : MonoBehaviour

    {

       

        int savedIndex;

        int pointIndex;

       

        // Material - Particle Shader with "Tint Color" property

        public Material material;

      

        // Emit

        public bool emit

        {

            get { return Emit; }

            set { Emit = value; }

        }

        bool Emit = true;

        bool emittingDone = false;

      

        //Minimum velocity (script terminates)

        public float minVel = 10;

       

        // Facing

        public bool faceCamera = true;

      

        // Lifetime of each segment

        public float lifetime = 1;

        float lifeTimeRatio = 1;

        float fadeOutRatio;

        // Colors

        public Color[] colors;

        // Widths

        public float[] widths;

      

        // Optimization

        public float pointDistance = 0.5f;

        float pointSqrDistance = 0;

        public int segmentsPerPoint = 4;

        float tRatio;

        // Print Output

        public bool printResults = false;

        public bool printSavedPoints = false;

        public bool printSegmentPoints = false;

      

        // Objects

        GameObject trail = null;

        Mesh mesh = null;

        Material trailMaterial = null;

      

        // Points

        Vector3[] saved;

        Vector3[] savedUp;

        int savedCnt = 0;

        Vector3[] points;

        Vector3[] pointsUp;

        int pointCnt = 0;

      

        // Segment Appearance Normalization

        int displayCnt = 0;

        float lastPointCreationTime = 0;

        float averageCreationTime = 0;

        float averageInsertionTime = 0;

        float elapsedInsertionTime = 0;

        // Initialization

        bool initialized = false;

      

        void Start ()

        {

        if(gameObject.rigidbody.velocity.magnitude < minVel)

                Destroy(this);

           

            // Data Inititialization

            saved = new Vector3[60];

            savedUp = new Vector3[saved.Length];

            points = new Vector3[saved.Length * segmentsPerPoint];

            pointsUp = new Vector3[points.Length];

            tRatio = 1f / (segmentsPerPoint);

            pointSqrDistance = pointDistance * pointDistance;

          

            // Create the mesh object

            trail = new GameObject("Trail");

            trail.transform.position = Vector3.zero;

            trail.transform.rotation = Quaternion.identity;

            trail.transform.localScale = Vector3.one;

            MeshFilter meshFilter = (MeshFilter) trail.AddComponent(typeof(MeshFilter));

            mesh = meshFilter.mesh;

            trail.AddComponent(typeof(MeshRenderer));

            trailMaterial = new Material(material);

            fadeOutRatio = trailMaterial.GetColor("_TintColor").a;

            trail.renderer.material = trailMaterial;

        }

      

        void printPoints()

        {

            if(savedCnt == 0)

                return;

            string s = "Saved Points at time " + Time.time + ":\n";

            for(int i = 0; i < savedCnt; i++)

                s += "Index: " + i + "\tPos: " + saved[i] + "\n";

            print(s);

        }

        void printAllPoints()

        {

            if(pointCnt == 0)

                return;

            string s = "Points at time " + Time.time + ":\n";

            for(int i = 0; i < pointCnt; i++)

                s += "Index: " + i + "\tPos: " + points[i] + "\n";

            print(s);

        }

        void findCoordinates(int index)

        {

            if(index == 0 || index >= savedCnt-2)

                return;

            Vector3 P0 = saved[index-1];

            Vector3 P1 = saved[index];

            Vector3 P2 = saved[index+1];

            Vector3 P3 = saved[index+2];

            Vector3 T1 = 0.5f * (P2 - P0);

            Vector3 T2 = 0.5f * (P3 - P1);

            int pointIndex = index * segmentsPerPoint;

            for(int i = pointIndex; i < pointIndex+segmentsPerPoint; i++)

            {

                float t = (i-pointIndex) * tRatio;

                float t2 = t*t;

                float t3 = t2*t;

                float blend1 = 2*t3 - 3*t2 + 1;

                float blend2 = 3*t2 - 2*t3;

                float blend3 = t3 - 2*t2  + t;

                float blend4 = t3 - t2;

                int pntInd = i - segmentsPerPoint;

                points[pntInd] = blend1*P1 + blend2*P2 + blend3*T1 + blend4*T2;

                pointsUp[pntInd] = Vector3.Lerp(savedUp[index], savedUp[index+1], t);

            }

            pointCnt = pointIndex;

        }

      

        void Update ()

        {

            try

            {

                Vector3 position = transform.position;

                // Wait till the object is active (update called) and emitting

                if( ! initialized && Emit)

                {

                    // Place the first point behind this as a starter projected point

                    saved[savedCnt] = transform.TransformPoint(0,0,-pointDistance);

                    savedUp[savedCnt] = transform.up;

                    savedCnt++;

                    // Place the second point at the current position

                    saved[savedCnt] = position;

                    savedUp[savedCnt] = transform.up;

                    savedCnt++;

                    // Begin tracking the saved point creation time

                    lastPointCreationTime = Time.time;

                    initialized = true;

                }

              

                if(printSavedPoints)

                    printPoints();

                if(printSegmentPoints)

                    printAllPoints();

              

                // Emitting - Designed for one-time use

                if( ! Emit )

                {

                    if( ! emittingDone && pointCnt > 0 )

                    {

                        // Save two final points projected from the ending point

                        saved[savedCnt] = transform.TransformPoint(0,0,pointDistance);

                        savedUp[savedCnt] = transform.up;

                        savedCnt++;

                        findCoordinates(savedCnt-3);

                        // This makes the trail fill the actual entire path

                        saved[savedCnt] = transform.TransformPoint(0,0,pointDistance*2);

                        savedUp[savedCnt] = transform.up;

                        savedCnt++;

                        findCoordinates(savedCnt-3);

                    }

                    emittingDone = true;

                }

                if(emittingDone)

                    Emit = false;

              

                if(Emit)

                {

                  

                    // Do we save a new point?

                    if( (saved[savedCnt-1] - position).sqrMagnitude > pointSqrDistance)

                    {

                        saved[savedCnt] = position;

                        savedUp[savedCnt] = transform.up;

                        savedCnt++;

                        // Calc the average point display time

                        if(averageCreationTime == 0)

                            averageCreationTime = Time.time - lastPointCreationTime;

                        else

                        {

                            float elapsedTime = Time.time - lastPointCreationTime;

                            averageCreationTime = (averageCreationTime + elapsedTime) * 0.5f;

                        }

                        averageInsertionTime = averageCreationTime * tRatio;

                        lastPointCreationTime = Time.time;

                        // Calc the last saved segment coordinates

                        if(savedCnt > 3)

                            findCoordinates(savedCnt-3);

                    }

                }

                // Do we fade it out?

                if( ! Emit && displayCnt == pointCnt)

                {

                    Color color = trailMaterial.GetColor("_TintColor");

                    color.a -= fadeOutRatio * lifeTimeRatio * Time.deltaTime;

                    if(color.a > 0)

                        trailMaterial.SetColor("_TintColor", color);

                    else

                    {

                        if(printResults)

                            print("Trail effect ending with a segment count of: " + pointCnt);

                        Destroy(trail);

                        Destroy(gameObject);

                    }

                    return;

                }

      

                // Do we display any new points?

                if(displayCnt < pointCnt)

                {

                    elapsedInsertionTime += Time.deltaTime;

                    while(elapsedInsertionTime > averageInsertionTime)

                    {

                        if(displayCnt < pointCnt)

                            displayCnt++;

                        elapsedInsertionTime -= averageInsertionTime;

                    }

                }

                // Do we render this?

                if(displayCnt < 2)

                {

                    trail.renderer.enabled = false;

                    return;

                }

                trail.renderer.enabled = true;

                          

                // Common data

                lifeTimeRatio = 1f / lifetime;

                Color[] meshColors;

              

                // Rebuild the mesh

                Vector3[] vertices = new Vector3[displayCnt * 2];

                Vector2[] uvs = new Vector2[displayCnt * 2];

                int[] triangles = new int[(displayCnt-1) * 6];

                meshColors = new Color[displayCnt * 2];

          

                float pointRatio = 1f / (displayCnt-1);

                Vector3 cameraPos = Camera.main.transform.position;

                for(int i = 0; i < displayCnt; i++)

                {

                    Vector3 point = points[i];

                    float ratio = i * pointRatio;

                  

                    // Color

                    Color color;

                    if(colors.Length == 0)

                        color = Color.Lerp(Color.clear, Color.white, ratio);

                    else if(colors.Length == 1)

                        color = Color.Lerp(Color.clear, colors[0], ratio);

                    else if(colors.Length == 2)

                        color = Color.Lerp(colors[1], colors[0], ratio);

                    else

                    {

                        float colorRatio = colors.Length - 1 - ratio * (colors.Length-1);

                        if(colorRatio == colors.Length-1)

                            color = colors[colors.Length-1];

                        else

                        {

                            int min = (int) Mathf.Floor(colorRatio);

                            float lerp = colorRatio - min;

                            color = Color.Lerp(colors[min+0], colors[min+1], lerp);

                        }

                    }

                    meshColors[i * 2] = color;

                    meshColors[(i * 2) + 1] = color;

                  

                    // Width

                    float width;

                    if(widths.Length == 0)

                        width = 1;

                    else if(widths.Length == 1)

                        width = widths[0];

                    else if(widths.Length == 2)

                        width = Mathf.Lerp(widths[1], widths[0], ratio);

                    else

                    {

                        float widthRatio = widths.Length - 1 - ratio * (widths.Length-1);

                        if(widthRatio == widths.Length-1)

                            width = widths[widths.Length-1];

                        else

                        {

                            int min = (int) Mathf.Floor(widthRatio);

                            float lerp = widthRatio - min;

                            width = Mathf.Lerp(widths[min+0], widths[min+1], lerp);

                        }

                    }

                    // Vertices

                    if(faceCamera)

                    {

                        Vector3 from = i == displayCnt-1 ?  points[i-1]   : point;

                        Vector3 to = i == displayCnt-1 ?    point    : points[i+1];

                        Vector3 pointDir = to - from;

                        Vector3 vectorToCamera = cameraPos - point;

                        Vector3 perpendicular = Vector3.Cross(pointDir, vectorToCamera).normalized;

                        vertices[i * 2 + 0] = point + perpendicular * width * 0.5f;

                        vertices[i * 2 + 1] = point - perpendicular * width * 0.5f;

                    }

                    else

                    {

                        vertices[i * 2 + 0] = point + pointsUp[i] * width * 0.5f;

                        vertices[i * 2 + 1] = point - pointsUp[i] * width * 0.5f;

                    }

                  

                    // UVs

                    uvs[i * 2 + 0] = new Vector2(ratio , 0);

                    uvs[i * 2 + 1] = new Vector2(ratio, 1);

                  

                    if(i > 0)

                    {

                        // Triangles

                        int triIndex = (i - 1) * 6;

                        int vertIndex = i * 2;

                        triangles[triIndex+0] = vertIndex - 2;

                        triangles[triIndex+1] = vertIndex - 1;

                        triangles[triIndex+2] = vertIndex - 0;

                      

                        triangles[triIndex+3] = vertIndex + 0;

                        triangles[triIndex+4] = vertIndex - 1;

                        triangles[triIndex+5] = vertIndex + 1;

                    }

                }

                trail.transform.position = Vector3.zero;

                trail.transform.rotation = Quaternion.identity;

                mesh.Clear();

                mesh.vertices = vertices;

                mesh.colors = meshColors;

                mesh.uv = uvs;

                mesh.triangles = triangles;

            }

            catch(System.Exception e)

            {

                print(e);

            }

        }

    }

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  • 原文地址:https://www.cnblogs.com/softimagewht/p/2143326.html
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