//public void SaveParticle(string file) //{ // if (source != null && source.particle != null) // { // System.IO.FileStream fs = System.IO.File.OpenWrite(file); // System.IO.BinaryWriter w = new System.IO.BinaryWriter(fs); // w.Write(source.particle); // w.Flush(); // w.Close(); // fs.Close(); // } //} //原粒子系统是右手坐标系的,转移到左手坐标系后非常多问题,特别是父子关系以及,跟随和子物体旋转叠加 public void Init(SfxEffect effect, SFXEffectPlay parent, int index, float timePlayed = 0.0f, bool preLoad = false) { playedTime = timePlayed; PlayDone = false; transform.rotation = Quaternion.identity; effectIndex = index; parentSfx = parent;//当找不到跟随者的时候,向父询问其他特效是否包含此名称. name = effect.EffectName; EffectType = effect.EffectType; //一个是跟随移动,一个是跟随旋转 mOwner = parent.GetComponent <MeteorUnit>(); source = effect; if (effect.EffectType.Equals("PARTICLE")) { particle = Instantiate(Resources.Load <GameObject>("SFXParticles"), Vector3.zero, Quaternion.identity, transform).GetComponent <ParticleSystem>(); ParticleSystem.MainModule mainModule = particle.main; ParticleSystem.EmissionModule emissionModule = particle.emission; ParticleSystem.ShapeModule shapeModule = particle.shape; emissionModule.rateOverTime = new ParticleSystem.MinMaxCurve(effect.MaxParticles, effect.MaxParticles); mainModule.startLifetime = effect.StartLifetime; mainModule.maxParticles = effect.MaxParticles; mainModule.startSize3D = false; mainModule.startSize = new ParticleSystem.MinMaxCurve(effect.startSizeMin, effect.startSizeMax); mainModule.startSpeed = new ParticleSystem.MinMaxCurve(effect.startSpeedMin, effect.startSpeedMax); mainModule.loop = true; mainModule.duration = 1.0f; //124字节的,烟雾特效,旋转角度 0-360,shape使用box, render使用billboard if (effect.version == 1) { mainModule.startRotation = new ParticleSystem.MinMaxCurve(0, 360); shapeModule.shapeType = ParticleSystemShapeType.Box; shapeModule.box = new Vector3(effect.startSizeMin, 0, effect.startSizeMax); ParticleSystemRenderer r = particle.GetComponent <ParticleSystemRenderer>(); r.renderMode = ParticleSystemRenderMode.Billboard; r.minParticleSize = 0.1f; r.maxParticleSize = 0.1f; } } if (string.IsNullOrEmpty(effect.Bone0)) { PositionFollow = mOwner == null ? parentSfx.transform : mOwner.transform; } else if (effect.Bone0.Equals("ROOT")) { PositionFollow = mOwner == null ? parent.transform : mOwner.ROOTNull; } else if (effect.Bone0.Equals("Character"))//根骨骼上一级,角色,就是不随着b骨骼走,但是随着d_base走 { PositionFollow = mOwner == null ? parent.transform: mOwner.RootdBase; } else { PositionFollow = FindFollowed(effect.Bone0); } if (string.IsNullOrEmpty(effect.Bone1)) { RotateFollow = mOwner == null ? parent.transform : mOwner.transform; } else if (effect.Bone1.Equals("ROOT")) { RotateFollow = mOwner == null ? parent.transform : mOwner.ROOTNull; } else if (effect.Bone1.Equals("Character")) { RotateFollow = mOwner == null ? parent.transform : mOwner.RootdBase; } else { RotateFollow = FindFollowed(effect.Bone1); } if (PositionFollow != null) { transform.position = PositionFollow.transform.position; } mRender = gameObject.GetComponent <MeshRenderer>(); mFilter = gameObject.GetComponent <MeshFilter>(); int meshIndex = -1; if (effect.EffectType.Equals("DONUT")) { //Debug.LogError("find Donut Effect"); } //部分模型是要绕X旋转270的,这样他的缩放,和移动,都只能靠自己 if (effect.EffectType.Equals("PLANE")) { meshIndex = 0; } else if (effect.EffectType.Equals("BOX")) { meshIndex = 1; } else if (effect.EffectType.Equals("DONUT")) { transform.localScale = effect.frames[0].scale; meshIndex = 2; } else if (effect.EffectType.Equals("MODEL"))//自行加载模型 { transform.localScale = effect.frames[0].scale; transform.rotation = RotateFollow.rotation * effect.frames[0].quat; transform.position = PositionFollow.position + effect.frames[0].pos; if (!string.IsNullOrEmpty(effect.Tails[0])) { string[] des = effect.Tails[0].Split(new char[] { '\\' }, System.StringSplitOptions.RemoveEmptyEntries); if (des.Length != 0) { WsGlobal.ShowMeteorObject(des[des.Length - 1], transform); } } //这个时候,不要用自带的meshfilter了,让他自己处理显示问题,只要告诉他在哪个地方显示 meshIndex = 100; } else if (effect.EffectType.Equals("SPHERE")) { meshIndex = 3; } else if (effect.EffectType.Equals("PARTICLE")) { if (!string.IsNullOrEmpty(effect.Tails[0])) { PositionFollow = FindFollowed(effect.Tails[0]); } if (!string.IsNullOrEmpty(effect.Tails[1])) { RotateFollow = FindFollowed(effect.Tails[1]); } if (PositionFollow != null) { transform.position = PositionFollow.transform.position; } meshIndex = 101; } else if (effect.EffectType.Equals("CYLINDER")) { meshIndex = 4; } else if (effect.EffectType.Equals("BILLBOARD")) { LookAtC = true; meshIndex = 5; } else if (effect.EffectType.Equals("DRAG")) { meshIndex = 6; } //决定模型 if (meshIndex != -1 && meshIndex < GamePool.Instance.MeshMng.Meshes.Length) { if (meshIndex == 4) { mFilter.mesh = Main.Ins.SfxMeshGenerator.CreateCylinder(source.origAtt.y, source.origAtt.x, source.origScale.x); } else if (meshIndex == 3) { mFilter.mesh = Main.Ins.SfxMeshGenerator.CreateSphere(source.SphereRadius); } else if (meshIndex == 0) { mFilter.mesh = Main.Ins.SfxMeshGenerator.CreatePlane(source.origScale.x, source.origScale.y); } else { mFilter.mesh = GamePool.Instance.MeshMng.Meshes[meshIndex]; } } if (effect.Texture.ToLower().EndsWith(".bmp") || effect.Texture.ToLower().EndsWith(".jpg") || effect.Texture.ToLower().EndsWith(".tga")) { texture = effect.Texture.Substring(0, effect.Texture.Length - 4); tex = Resources.Load <Texture>(texture); } else if (effect.Texture.ToLower().EndsWith(".ifl")) { iflTexture = gameObject.AddComponent <IFLLoader>(); iflTexture.IFLFile = Resources.Load <TextAsset>(effect.Texture); if (effect.EffectType.Equals("PARTICLE")) { iflTexture.SetTargetMeshRenderer(particle.GetComponent <ParticleSystemRenderer>()); } iflTexture.LoadIFL();//传递false表示由特效控制每一帧的切换时间. tex = iflTexture.GetTexture(0); } //else // print("effect contains other prefix:" + effect.Texture == null ? " texture is null" : effect.Texture); if (tex != null) { if (effect.EffectType.Equals("PARTICLE")) { ParticleSystemRenderer render = particle.GetComponent <ParticleSystemRenderer>(); if (effect.BlendType == 0) { render.material.shader = Shader.Find("Unlit/Texture");//普通不透明无光照 } else if (effect.BlendType == 1) { render.material.shader = Shader.Find("UnlitAdditive");//滤色 加亮 不透明 } else if (effect.BlendType == 2) { render.material.shader = Shader.Find("UnlitAdditive");//反色+透明度 } else if (effect.BlendType == 3) { render.material.shader = Shader.Find("Mobile/Particles/Alpha Blended");//不滤色,支持透明 } else if (effect.BlendType == 4) { render.material.shader = Shader.Find("Custom/MeteorBlend4");//滤色,透明 } else { render.material.shader = Shader.Find("Unlit/Texture");//普通不透明无光照 } if (texture.Equals("AItem09")) { render.enabled = false; particle.Stop(); /* 应该是有一个地裂的粒子特效,但是这个特效参数没分析出来. * tex = Resources.Load<Texture>("AItemParticle"); * render.material.SetTexture("_MainTex", tex); */ } else { render.material.SetTexture("_MainTex", tex); } render.material.SetColor("_Color", effect.frames[0].colorRGB); render.material.SetColor("_TintColor", effect.frames[0].colorRGB); render.material.SetFloat("_Intensity", effect.frames[0].TailFlags[9]); if (Main.Ins.GameStateMgr.gameStatus != null && !Main.Ins.GameStateMgr.gameStatus.DisableParticle) { particle.Play(); } } else { if (effect.BlendType == 0) { mRender.material.shader = Shader.Find("Unlit/Texture");//普通不透明无光照 } else if (effect.BlendType == 1) { mRender.material.shader = Shader.Find("UnlitAdditive");//滤色 加亮 不透明 } else if (effect.BlendType == 2) { mRender.material.shader = Shader.Find("UnlitAdditive");//反色+透明度 } else if (effect.BlendType == 3) { mRender.material.shader = Shader.Find("Mobile/Particles/Alpha Blended");//不滤色,支持透明 } else if (effect.BlendType == 4) { mRender.material.shader = Shader.Find("Custom/MeteorBlend4");//滤色,透明 } else { mRender.material.shader = Shader.Find("Unlit/Texture");//普通不透明无光照 } if (effect.BlendType == 2) { mRender.material.SetColor("_InvColor", effect.frames[0].colorRGB); } else { mRender.material.SetColor("_Color", effect.frames[0].colorRGB); mRender.material.SetColor("_TintColor", effect.frames[0].colorRGB); } mRender.material.SetFloat("_Intensity", effect.frames[0].TailFlags[9]); mRender.material.SetTexture("_MainTex", tex); if (effect.uSpeed != 0.0f || effect.vSpeed != 0.0f) { tex.wrapMode = TextureWrapMode.Repeat; } else { tex.wrapMode = TextureWrapMode.Clamp; } mRender.material.SetFloat("_u", effect.uSpeed); mRender.material.SetFloat("_v", effect.vSpeed); } } else { mRender.enabled = false; } //drag不知道有什么作用,可能只是定位用的挂载点 if (effect.Hidden == 1 || meshIndex == 6) { if (particle != null) { ParticleSystemRenderer render = particle.GetComponent <ParticleSystemRenderer>(); if (render != null) { render.enabled = false; } } mRender.enabled = false; } if (effect.EffectName.StartsWith("Attack")) { if (effect.EffectType.ToUpper() == "BOX") { BoxCollider bo = gameObject.AddComponent <BoxCollider>(); bo.center = Vector3.zero; bo.size = Vector3.one; damageBox = bo; } else { //SphereCollider sph = gameObject.AddComponent<SphereCollider>(); //damageBox = sph; //sph.radius = 1.0f; //sph.center = Vector3.zero; MeshCollider co = gameObject.AddComponent <MeshCollider>(); co.convex = true; co.isTrigger = true; damageBox = co; } damageBox.enabled = false; } if (preLoad) { PlayDone = true; if (parentSfx != null) { parentSfx.OnPlayDone(this); } else { Destroy(gameObject); } return; } }
//原粒子系统是右手坐标系的,转移到左手坐标系后非常多问题,特别是父子关系以及,跟随和子物体旋转叠加 public void Init(SfxEffect effect, SFXEffectPlay parent, int index, float timePlayed = 0.0f) { playedTime = timePlayed; PlayDone = false; transform.rotation = Quaternion.identity; effectIndex = index; parentSfx = parent;//当找不到跟随者的时候,向父询问其他特效是否包含此名称. name = effect.EffectName; EffectType = effect.EffectType; //一个是跟随移动,一个是跟随旋转 mOwner = parent.GetComponent <MeteorUnit>(); source = effect; if (effect.EffectType == "PARTICLE") { particle = Instantiate(Resources.Load <GameObject>("SFXParticles"), Vector3.zero, Quaternion.identity, transform).GetComponent <ParticleSystem>(); } if (string.IsNullOrEmpty(effect.Bone0)) { PositionFollow = mOwner == null ? parentSfx.transform : mOwner.transform; } else if (effect.Bone0 == "ROOT") { PositionFollow = mOwner == null ? parent.transform : mOwner.ROOTNull; } else if (effect.Bone0 == "Character")//根骨骼上一级,角色,就是不随着b骨骼走,但是随着d_base走 { PositionFollow = mOwner == null ? parent.transform: mOwner.RootdBase; } else { PositionFollow = FindFollowed(effect.Bone0); } if (string.IsNullOrEmpty(effect.Bone1)) { RotateFollow = mOwner == null ? parent.transform : mOwner.transform; } else if (effect.Bone1 == "ROOT") { RotateFollow = mOwner == null ? parent.transform : mOwner.ROOTNull; } else if (effect.Bone1 == "Character") { RotateFollow = mOwner == null ? parent.transform : mOwner.RootdBase; } else { RotateFollow = FindFollowed(effect.Bone1); } if (PositionFollow != null) { transform.position = PositionFollow.transform.position; } mRender = gameObject.GetComponent <MeshRenderer>(); mFilter = gameObject.GetComponent <MeshFilter>(); int meshIndex = -1; if (effect.EffectType == "DONUT") { //Debug.LogError("find Donut Effect"); } //部分模型是要绕X旋转270的,这样他的缩放,和移动,都只能靠自己 if (effect.EffectType == "PLANE") { meshIndex = 0; } else if (effect.EffectType == "BOX") { meshIndex = 1; } else if (effect.EffectType == "DONUT") { transform.localScale = effect.frames[0].scale; meshIndex = 2; } else if (effect.EffectType == "MODEL")//自行加载模型 { transform.localScale = effect.frames[0].scale; transform.rotation = RotateFollow.rotation * effect.frames[0].quat; transform.position = PositionFollow.position + effect.frames[0].pos; if (!string.IsNullOrEmpty(effect.Tails[0])) { string[] des = effect.Tails[0].Split(new char[] { '\\' }, System.StringSplitOptions.RemoveEmptyEntries); if (des.Length != 0) { WsGlobal.ShowMeteorObject(des[des.Length - 1], transform); } } //这个时候,不要用自带的meshfilter了,让他自己处理显示问题,只要告诉他在哪个地方显示 meshIndex = 100; } else if (effect.EffectType == "SPHERE") { meshIndex = 3; } else if (effect.EffectType == "PARTICLE") { if (!string.IsNullOrEmpty(effect.Tails[0])) { PositionFollow = FindFollowed(effect.Tails[0]); } if (!string.IsNullOrEmpty(effect.Tails[1])) { RotateFollow = FindFollowed(effect.Tails[1]); } if (PositionFollow != null) { transform.position = PositionFollow.transform.position; } meshIndex = 101; } else if (effect.EffectType == "CYLINDER") { //InitializeQuat = new Quaternion(0.7170f, 0, 0, -0.7170f); //InitializeQuat = Quaternion.identity; meshIndex = 4; } else if (effect.EffectType == "BILLBOARD") { LookAtC = true; meshIndex = 5; } else if (effect.EffectType == "DRAG") { meshIndex = 6; } //决定模型 if (meshIndex != -1 && meshIndex < mesh.Length) { if (meshIndex == 4) { mFilter.mesh = SfxMeshGenerator.Instance.CreateCylinder(source.origAtt.y, source.origAtt.x, source.origScale.x); } else if (meshIndex == 3) { mFilter.mesh = SfxMeshGenerator.Instance.CreateSphere(source.SphereScale); } else if (meshIndex == 0) { mFilter.mesh = SfxMeshGenerator.Instance.CreatePlane(source.origScale.x, source.origScale.y); } else { mFilter.mesh = mesh[meshIndex]; } } if (effect.Texture.ToLower().EndsWith(".bmp") || effect.Texture.ToLower().EndsWith(".jpg") || effect.Texture.ToLower().EndsWith(".tga")) { texture = effect.Texture.Substring(0, effect.Texture.Length - 4); tex = Resources.Load <Texture>(texture); } else if (effect.Texture.ToLower().EndsWith(".ifl")) { iflTexture = gameObject.AddComponent <IFLLoader>(); iflTexture.IFLFile = Resources.Load <TextAsset>(effect.Texture); if (effect.EffectType == "PARTICLE") { iflTexture.SetTargetMeshRenderer(particle.GetComponent <ParticleSystemRenderer>()); } iflTexture.LoadIFL();//传递false表示由特效控制每一帧的切换时间. tex = iflTexture.GetTexture(0); } //else // print("effect contains other prefix:" + effect.Texture == null ? " texture is null" : effect.Texture); if (tex != null) { if (effect.EffectType == "PARTICLE") { ParticleSystemRenderer render = particle.GetComponent <ParticleSystemRenderer>(); if (effect.BlendType == 0) { render.material.shader = Shader.Find("Unlit/Texture");//普通不透明无光照 } else if (effect.BlendType == 1) { render.material.shader = Shader.Find("UnlitAdditive");//滤色 加亮 不透明 } else if (effect.BlendType == 2) { render.material.shader = Shader.Find("UnlitAdditive");//反色+透明度 } else if (effect.BlendType == 3) { render.material.shader = Shader.Find("Mobile/Particles/Alpha Blended");//不滤色,支持透明 } else if (effect.BlendType == 4) { render.material.shader = Shader.Find("Custom/MeteorBlend4");//滤色,透明 } else { render.material.shader = Shader.Find("Unlit/Texture");//普通不透明无光照 } render.material.SetTexture("_MainTex", tex); render.material.SetColor("_Color", effect.frames[0].colorRGB); render.material.SetColor("_TintColor", effect.frames[0].colorRGB); render.material.SetFloat("_Intensity", effect.frames[0].TailFlags[9]); //particle.Emit(1); } else { if (effect.BlendType == 0) { mRender.material.shader = Shader.Find("Unlit/Texture");//普通不透明无光照 } else if (effect.BlendType == 1) { mRender.material.shader = Shader.Find("UnlitAdditive");//滤色 加亮 不透明 } else if (effect.BlendType == 2) { mRender.material.shader = Shader.Find("UnlitAdditive");//反色+透明度 } else if (effect.BlendType == 3) { mRender.material.shader = Shader.Find("Mobile/Particles/Alpha Blended");//不滤色,支持透明 } else if (effect.BlendType == 4) { mRender.material.shader = Shader.Find("Custom/MeteorBlend4");//滤色,透明 } else { mRender.material.shader = Shader.Find("Unlit/Texture");//普通不透明无光照 } if (effect.BlendType == 2) { mRender.material.SetColor("_InvColor", effect.frames[0].colorRGB); } else { mRender.material.SetColor("_Color", effect.frames[0].colorRGB); mRender.material.SetColor("_TintColor", effect.frames[0].colorRGB); } mRender.material.SetFloat("_Intensity", effect.frames[0].TailFlags[9]); mRender.material.SetTexture("_MainTex", tex); if (effect.uSpeed != 0.0f || effect.vSpeed != 0.0f) { tex.wrapMode = TextureWrapMode.Repeat; } else { tex.wrapMode = TextureWrapMode.Clamp; } mRender.material.SetFloat("_u", effect.uSpeed); mRender.material.SetFloat("_v", effect.vSpeed); } } if (effect.Hidden == 1) { if (particle != null) { ParticleSystemRenderer render = particle.GetComponent <ParticleSystemRenderer>(); if (render != null) { render.enabled = false; } } mRender.enabled = false; } if (effect.EffectName.StartsWith("Attack")) { if (effect.EffectType == "SPHERE") { damageBox = gameObject.AddComponent <SphereCollider>(); } else { damageBox = gameObject.AddComponent <BoxCollider>(); } damageBox.enabled = false; } playCoroutine = StartCoroutine(PlayEffectFrame()); }