Пример #1
0
    // Update is called once per frame
    void Update()
    {
        if (_status == 3)
        {
            return;
        }

        bool isFit = true;

        foreach (var con in ConditionObjs)
        {
            LightCondition lc = con.GetComponent <LightCondition>();
            if (!lc.isMatch())
            {
                isFit = false;
                break;
            }
        }

        //满足条件
        if (isFit)
        {
            //没有开始播放,设置为开始播放
            if (_status == 0)
            {
                ChangeForwardDir();
                SetHideObjsTransparent();
            }
            //正在反向播放, 改为正向播放
            else if (_status == 2)
            {
                ChangeForwardDir();
            }
        }
        else        //不满足条件
        //正向播放中,设置为反向播放
        {
            if (_status == 1)
            {
                ChangeBackwardDir();
            }
        }
    }
Пример #2
0
    void CastLight()
    {
        // Debug.LogWarning("CastLight 1");
        int spIdx  = 0;
        int gunIdx = 0;

        linePoints.Clear();
        //光线起始点
        Vector2 startPoint = transform.position;

        //光线射出方向
        Vector2 direction = (Vector2)transform.up;

        if (_shotDir != Vector2.zero)
        {
            direction = _shotDir;
        }

        linePoints.Add(startPoint);

        RaycastHit2D hit = new RaycastHit2D();

        // do
        // {
        // Debug.LogWarning("CastLight 2");
        hit = Physics2D.Raycast(startPoint, direction);
        if (hit.collider != null)
        {
            linePoints.Add(hit.point);
            //添加击中点闪光
            if (spIdx >= _shiningPoints.Count)
            {
                var ogg = ObjectPool.GetInstance().GetShiningPoint();
                _shiningPoints.Add(ogg);
            }
            GameObject gObj = _shiningPoints[spIdx];
            // gObj.transform.parent = transform;
            gObj.transform.position = hit.point;
            spIdx++;
            // Debug.LogWarning("CastLight 3

            var            obj     = hit.collider.gameObject;
            LightCondition lc      = obj.GetComponent <LightCondition>();
            bool           isMatch = true;
            if (lc != null)
            {
                lc.LightShining(color, LineStrenth);
                isMatch = lc.isMatch();
            }

            if (!isMatch)
            {
                ClearDirty(spIdx, gunIdx);
                return;
            }
            // Debug.LogWarning("CastLight 4");

            Reflect re = obj.GetComponent <Reflect>();
            if (re != null)
            {
                //利用Vector2的反射函数来计算反射方向
                var inDirection = hit.point - (Vector2)startPoint;
                direction = re.GetOutDirection(inDirection, hit.normal);
                if (gunIdx >= _guns.Count)
                {
                    var gg = ObjectPool.GetInstance().GetGun();
                    _guns.Add(gg);
                }
                GameObject gun = _guns[gunIdx];
                Gun        g   = gun.GetComponent <Gun>();
                g.SetShotDir(direction);
                // gun.transform.parent = transform;
                // gun.transform.position = hit.point + direction * 0.01f;
                gun.transform.position = hit.point + direction * 0.01f;
                // Debug.LogWarning("Reflect hit.point=" + hit.point + ",gun position=" + gun.transform.position);
                gunIdx++;
            }
            // Debug.LogWarning("CastLight 5");

            ThroughPass th = obj.GetComponent <ThroughPass>();
            if (th != null)
            {
                // Debug.Log("Exec ThroughPass LightShining");
                var     inDirection = hit.point - (Vector2)startPoint;
                Vector2 hitP        = th.GetOutPosition(hit.point, inDirection);
                if (gunIdx >= _guns.Count)
                {
                    _guns.Add(ObjectPool.GetInstance().GetGun());
                }
                GameObject gun = _guns[gunIdx];
                Gun        g   = gun.GetComponent <Gun>();
                if (th.UseOriginLight)
                {
                    g.color       = color;
                    g.LineStrenth = LineStrenth;
                    // g.ResetLight();
                }
                else
                {
                    var c = th.OutColor;
                    if (th.OutColor == 0)
                    {
                        c = color;
                    }

                    var l = th.OutLineStrength;
                    if (th.OutLineStrength == 0)
                    {
                        l = LineStrenth;
                    }
                    g.color       = c;
                    g.LineStrenth = l;
                    // g.ResetLight();
                }
                g.SetShotDir(inDirection);
                g.SetLightInfo(g.color, g.LineStrenth);
                // gun.transform.parent = transform;
                // gun.transform.position = hit.point + direction * 0.01f;
                gun.transform.position = hitP;
                // Debug.LogWarning("Through[" + th.gameObject.name + "] hit.point=" + hit.point + ",gun position=" + gun.transform.position);
                gunIdx++;
                // th.LightShining(lineRenderer,hit.point,linePoints[linePoints.Count-1]-linePoints[linePoints.Count-2],color,LineStrenth);
            }
            // Debug.LogWarning("CastLight 6");

            Refraction refr = obj.GetComponent <Refraction>();
            if (refr != null)
            {
                var     inDirection = hit.point - (Vector2)startPoint;
                Vector2 outDir      = refr.GetOutDir(inDirection);
                Vector2 hitP        = refr.GetOutPosition(outDir);
                if (gunIdx >= _guns.Count)
                {
                    _guns.Add(ObjectPool.GetInstance().GetGun());
                }
                GameObject gun = _guns[gunIdx];
                Gun        g   = gun.GetComponent <Gun>();
                if (refr.UseOriginLight)
                {
                    g.color       = color;
                    g.LineStrenth = LineStrenth;
                }
                else
                {
                    var c = refr.OutColor;
                    if (refr.OutColor == 0)
                    {
                        c = color;
                    }

                    var l = refr.OutLineStrength;
                    if (refr.OutLineStrength == 0)
                    {
                        l = LineStrenth;
                    }
                    g.color       = c;
                    g.LineStrenth = l;
                    // g.ResetLight();
                }
                g.SetShotDir(outDir);
                g.SetLightInfo(g.color, g.LineStrenth);
                // gun.transform.parent = transform;
                // gun.transform.position = hit.point + direction * 0.01f;
                gun.transform.position = hitP;
                // Debug.LogWarning("Refraction[" + refr.gameObject.name + "] hit.point=" + hit.point + ",gun position=" + gun.transform.position);
                gunIdx++;
            }


            ActiveObject ao = obj.GetComponent <ActiveObject>();
            if (ao != null)
            {
                // Debug.Log("Exec LightShining");
                ao.LightShining(lineRenderer);
            }

            Diliver di = obj.GetComponent <Diliver>();
            if (di != null)
            {
                // Debug.Log("Exec Diliver LightShining");
                di.LightShining(lineRenderer);
            }

            Collections co = obj.GetComponent <Collections>();
            if (co != null)
            {
                // Debug.Log("Exec Collections LightShining");
                co.LightShining();
            }

            FrameAni fa = obj.GetComponent <FrameAni>();
            if (fa != null)
            {
                // Debug.LogWarning("Exec FrameAni LightShining");
                fa.LightShining();
            }
        }
        else
        {
            var p = startPoint + (direction * 1920 / 100f);
            linePoints.Add(p);
        }
        ClearDirty(spIdx, gunIdx);
        // } while (needReflect);
    }