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替换水泡模型,添加开花喷雾泡沫粒子

develop
曹衍涛 1 year ago
parent
commit
7e3838477e
  1. BIN
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116
Assets/Sprite/Particle/ParticleControl.cs → Assets/Scripts/Common/WateParticle/ParticleControl.cs

@ -1,26 +1,26 @@
using System.Collections.Generic;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//Author:ZCG
//CreatTime:12/8/2017
public class ParticleControl : MonoBehaviour
{
[SerializeField]
/// <summary>鎵€鏈夌殑绮掑瓙绯荤粺</summary>
/// <summary>所有的粒子系统</summary>
protected ParticleSystem[] particleAll;
[SerializeField]
[Range(0, 10)]
/// <summary>鎺у埗澶у皬</summary>
/// <summary>控制大小</summary>
protected float Scale = 1;
[SerializeField]
[Range(1f, 10f)]
/// <summary>鎺у埗澶у皬</summary>
/// <summary>控制大小</summary>
protected float ScaleSpeed = 1f;
//scale闄愬埗
//scale限制
[SerializeField]
public float scaleMin = 0;
[SerializeField]
public float scaleMax = 10;
//姩鍙樺寲鐨勫弬鏁?
//启动变化的参数
[SerializeField]
protected bool UseLocaleScale = false;
[SerializeField]
@ -37,7 +37,7 @@ public class ParticleControl : MonoBehaviour
protected bool UseRotation = true;
[SerializeField]
protected bool UseRateOverTime = false;
//鏀瑰彉鍥犲瓙
//改变因子
[SerializeField]
[Range(0, 10)]
protected float divisorLocaleScale = 1;
@ -68,35 +68,17 @@ public class ParticleControl : MonoBehaviour
InitValue();
ParticleScaleControl();
}
//private void Start()
//{
//}
private void Update()
{
//InputManage();
}
/// <summary>
/// 鍒濆鍖栧弬鏁?
/// 初始化参数
/// </summary>
protected virtual void Init()
{
//鍒濆鍖栧惎鍔ㄥ彉鍖栫殑鍙傛暟鍜屾敼鍙樺洜瀛?
}
/// <summary>
/// 杈撳叆鎺у埗
/// </summary>
protected virtual void InputManage()
{//娴嬭瘯鐢?
#if UNITY_EDITOR
//if (Input.GetKey(KeyCode.Equals))//鎹㈡垚鑷繁鐨勮緭鍏ユ柟寮?
// Up();
//if (Input.GetKey(KeyCode.Minus))
// Down();
#endif
//初始化启动变化的参数和改变因子
}
/// <summary>
/// 澶?
/// 大
/// </summary>
protected virtual void Up(float weight)
{
@ -104,15 +86,16 @@ public class ParticleControl : MonoBehaviour
ParticleScaleControl();
}
/// <summary>
/// 灏?
///
/// </summary>
protected virtual void Down(float weight)
{
Scale -= ScaleSpeed * weight;
ParticleScaleControl();
}
/// <summary>
/// 璁剧疆绮掑瓙澶у皬
/// 设置粒子大小
/// </summary>
/// <param name="value"></param>
protected virtual void SetScale(float value)
@ -120,22 +103,23 @@ public class ParticleControl : MonoBehaviour
Scale = value;
ParticleScaleControl();
}
/// <summary>
/// 鍒濆鍊?
/// 初始值
/// </summary>
protected ParticleData[] particleInitValus;
/// <summary>
/// 鍒濆鍖栬褰曟墍鏈夌矑瀛愮郴缁熺殑鏁板€?
/// 初始化记录所有粒子系统的数值
/// </summary>
private void InitValue()
{
particleInitValus = new ParticleData[particleAll.Length];//澹版槑鏁扮粍闀垮害锛堣繕闇€瑕佸姣忎釜鍗曠嫭鐨勫厓绱爊ew涓€娆★級
particleInitValus = new ParticleData[particleAll.Length];//声明数组长度(还需要对每个单独的元素new一次)
for (int i = 0; i < particleAll.Length; i++)
{
particleInitValus[i] = new ParticleData();//姣忎釜鍏冪礌new涓€娆℃墠鑳戒娇鐢?
//缂╂斁
particleInitValus[i] = new ParticleData();//每个元素new一次才能使用
//缩放
particleInitValus[i].scale = particleAll[i].transform.localScale;
//閲嶅姏
//重力
var gravityModifier = particleAll[i].main.gravityModifier;
if (gravityModifier.mode == ParticleSystemCurveMode.TwoConstants)
{
@ -144,7 +128,7 @@ public class ParticleControl : MonoBehaviour
}
else if (gravityModifier.mode == ParticleSystemCurveMode.Constant)
particleInitValus[i].gravityModifier_constant = gravityModifier.constant;
//澶у皬
//大小
var startSize = particleAll[i].main.startSize;
if (startSize.mode == ParticleSystemCurveMode.TwoConstants)
{
@ -153,7 +137,7 @@ public class ParticleControl : MonoBehaviour
}
else if (startSize.mode == ParticleSystemCurveMode.Constant)
particleInitValus[i].size_constant = startSize.constant;
//鐢熷懡鍛ㄦ湡
//生命周期
var startLifetime = particleAll[i].main.startLifetime;
if (startLifetime.mode == ParticleSystemCurveMode.TwoConstants)
{
@ -162,7 +146,7 @@ public class ParticleControl : MonoBehaviour
}
else if (startLifetime.mode == ParticleSystemCurveMode.Constant)
particleInitValus[i].startLifetime_constant = startLifetime.constant;
//閫熷害
//速度
var startSpeed = particleAll[i].main.startSpeed;
if (startSpeed.mode == ParticleSystemCurveMode.TwoConstants)
{
@ -171,7 +155,7 @@ public class ParticleControl : MonoBehaviour
}
else if (startSpeed.mode == ParticleSystemCurveMode.Constant)
particleInitValus[i].speed_constant = startSpeed.constant;
//鏃嬭浆
//旋转
var startRotation = particleAll[i].main.startRotation;
if (startRotation.mode == ParticleSystemCurveMode.TwoConstants)
{
@ -180,7 +164,7 @@ public class ParticleControl : MonoBehaviour
}
else if (startRotation.mode == ParticleSystemCurveMode.Constant)
particleInitValus[i].rotation_constant = startRotation.constant;
//鍙戝皠鏁伴噺
//发射数量
var rate = particleAll[i].emission.rateOverTime;
if (rate.mode == ParticleSystemCurveMode.TwoConstants)
{
@ -189,14 +173,15 @@ public class ParticleControl : MonoBehaviour
}
else if (rate.mode == ParticleSystemCurveMode.Constant)
particleInitValus[i].rate_constant = rate.constant;
//鍛ㄦ湡鍐呯矑瀛愭渶澶у彂灏勬暟閲?
//周期内粒子最大发射数量
particleInitValus[i].maxParticles = particleAll[i].main.maxParticles;
}
}
private float oldScale;//璁板綍涓婁竴娆$缉鏀炬暟鍊?
private float oldScale;//记录上一次缩放数值
/// <summary>
/// 绮掑瓙鎺у埗
/// 粒子控制
/// </summary>
protected void ParticleScaleControl()
{
@ -207,8 +192,8 @@ public class ParticleControl : MonoBehaviour
{
if (particleAll[i].isPlaying)
{
//Stop鏂规硶鎵ц鏃讹紝鎵ц瀹屾病鏈夌珛鍗虫敼鍙榠sPlaying鍜宨sStoped灞炴€у€硷紝瀵艰嚧鍙兘鏌愪釜瀛愮矑瀛愮壒鏁堟垨鍏ㄩ儴鐨刬sPlaying杩樹负true
//浠庤€岄€犳垚鍐嶆墦寮€绮掑瓙绯荤粺鏃讹紙鍙婁笅闈㈢殑else閫昏緫锛夛紝涓嶈兘姝e父鎵撳紑
//Stop方法执行时,执行完没有立即改变isPlaying和isStoped属性值,导致可能某个子粒子特效或全部的isPlaying还为true
//从而造成再打开粒子系统时(及下面的else逻辑),不能正常打开
//particleAll[i].Stop();
//Debug.Log("Stop:" + particleAll[i].name + particleAll[i].isPlaying);
}
@ -230,9 +215,9 @@ public class ParticleControl : MonoBehaviour
oldScale = Scale;
for (int i = 0; i < particleAll.Length; i++)
{
if (UseLocaleScale)//缂╂斁
if (UseLocaleScale)//缩放
{
if (!UseThisLocaleScale)//敤鑷韩鐨勭缉鏀?
if (!UseThisLocaleScale)//启用自身的缩政
{
if (particleAll[i].gameObject.name != this.name)
particleAll[i].transform.localScale = particleInitValus[i].scale * Scale * divisorLocaleScale;
@ -240,14 +225,14 @@ public class ParticleControl : MonoBehaviour
else
particleAll[i].transform.localScale = particleInitValus[i].scale * Scale * divisorLocaleScale;
}
if (UseGravityModifier)//閲嶅姏
if (UseGravityModifier)//重力
{
//particleAll[i].gravityModifier *= Scale;
var main = particleAll[i].main;
var mainModule = main.gravityModifier;
if (mainModule.mode == ParticleSystemCurveMode.TwoConstants)
{
//mainModule.constant *= Scale;//鍏跺疄鏀瑰彉鐨勫氨鏄痗onstantMax绛夊悓浜巑ain.startSizeMultiplier
//mainModule.constant *= Scale;//其实改变的就是constantMax等同于main.startSizeMultiplier
mainModule.constantMin = particleInitValus[i].gravityModifier_constantMin * Scale * divisorGravityModifier;
mainModule.constantMax = particleInitValus[i].gravityModifier_constantMax * Scale * divisorGravityModifier;
}
@ -255,7 +240,7 @@ public class ParticleControl : MonoBehaviour
mainModule.constant = particleInitValus[i].gravityModifier_constant * Scale * divisorGravityModifier;
main.gravityModifier = mainModule;
}
if (UseSize)//澶у皬
if (UseSize)//大小
{
var main = particleAll[i].main;
var mainModule = main.startSize;
@ -268,7 +253,7 @@ public class ParticleControl : MonoBehaviour
mainModule.constant = particleInitValus[i].size_constant * Scale * divisorSize;
main.startSize = mainModule;
}
if (UseStartLifetime)//鐢熷懡鍛ㄦ湡
if (UseStartLifetime)//生命周期
{
var main = particleAll[i].main;
var mainModule = main.startLifetime;
@ -281,7 +266,7 @@ public class ParticleControl : MonoBehaviour
mainModule.constant = particleInitValus[i].startLifetime_constant * Scale * divisorStartLifetime;
main.startLifetime = mainModule;
}
if (UseSpeed)//閫熷害
if (UseSpeed)//速度
{
var main = particleAll[i].main;
var mainModule = main.startSpeed;
@ -294,7 +279,7 @@ public class ParticleControl : MonoBehaviour
mainModule.constant = particleInitValus[i].speed_constant * Scale * divisorSpeed;
main.startSpeed = mainModule;
}
if (UseRotation)//鏃嬭浆
if (UseRotation)//旋转
{
var main = particleAll[i].main;
var mainModule = main.startRotation;
@ -307,11 +292,11 @@ public class ParticleControl : MonoBehaviour
mainModule.constant = particleInitValus[i].rotation_constant * Scale * divisorRotation;
main.startRotation = mainModule;
}
if (UseRateOverTime)//绮掑瓙鏁伴噺
{//璁剧疆鏈€澶ф暟閲?
if (UseRateOverTime)//粒子数量
{//设置最大数釿
var main = particleAll[i].main;
main.maxParticles = (int)(particleInitValus[i].maxParticles * Scale * divisorRateOverTime);
//鍙戝皠鏁伴噺
//发射数量
var emission = particleAll[i].emission;
var rateMode = emission.rateOverTime;
if (rateMode.mode == ParticleSystemCurveMode.TwoConstants)
@ -325,9 +310,10 @@ public class ParticleControl : MonoBehaviour
}
}
}
/// <summary>鑾峰彇鎵€鏈夌殑绮掑瓙绯荤粺</summary>
/// <param name="parent">鐖剁墿浣撲綅缃?/param>
/// <returns>鎵€鏈夋墍鏈夊寘鎷湰韬矑瀛愭暟缁?/returns>
/// <summary>获取所有的粒子系统</summary>
/// <param name="parent">父物体/param>
/// <returns>所有粒子包括本身粒子/returns>
private ParticleSystem[] GetParticleAll(Transform parent)
{
List<ParticleSystem> particles = new List<ParticleSystem>();
@ -336,7 +322,7 @@ public class ParticleControl : MonoBehaviour
for (int i = 0; i < parent.childCount; i++)
{
var child = parent.GetChild(i);
if (child.GetComponent<ParticleSystem>())
if (child.gameObject.activeSelf && child.GetComponent<ParticleSystem>())
{
particles.Add(child.GetComponent<ParticleSystem>());
}

5
Assets/Sprite/Particle/ParticleControl.cs.meta → Assets/Scripts/Common/WateParticle/ParticleControl.cs.meta

@ -1,8 +1,7 @@
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125
Assets/Sprite/Particle/ParticleControlOfType.cs → Assets/Scripts/Common/WateParticle/ParticleControlOfType.cs

@ -2,38 +2,40 @@
using System.Collections.Generic;
using UnityEngine;
public enum WaterParticleType
{
/// <summary>
/// 直流水
/// </summary>
WaterStraight,
/// <summary>
/// 开花水
/// </summary>
WaterFlower,
/// <summary>
/// 喷雾
/// </summary>
WaterFog,
/// <summary>
/// 干粉
/// </summary>
DryPowder,
/// <summary>
/// 泡沫
/// </summary>
Froth
}
public class ParticleControlOfType : ParticleControl
{
private enum ParticleType
{
/// <summary>
/// 直流水
/// </summary>
WaterStraight,
/// <summary>
/// 开花水
/// </summary>
WaterFlower,
/// <summary>
/// 喷雾
/// </summary>
WaterFog,
/// <summary>
/// 干粉
/// </summary>
DryPowder,
/// <summary>
/// 泡沫
/// </summary>
Froth
}
[SerializeField]
private ParticleType particleType;
public WaterParticleType particleType;
protected override void Init()
{
switch (particleType)
{
case ParticleType.WaterStraight:
case WaterParticleType.WaterStraight:
UseLocaleScale = false;
UseGravityModifier = false;
UseSize = false;
@ -41,11 +43,11 @@ public class ParticleControlOfType : ParticleControl
UseRotation = false;
UseSpeed = true;
UseRateOverTime = false;
scaleMin = 0.1f;
scaleMin = 0.2f;
scaleMax = 1.2f;
ScaleSpeed = 0.1f;
ScaleSpeed = 0f;
break;
case ParticleType.WaterFlower:
case WaterParticleType.WaterFlower:
UseGravityModifier = false;
UseSize = false;
UseSpeed = false;
@ -55,7 +57,7 @@ public class ParticleControlOfType : ParticleControl
scaleMax = 10f;
ScaleSpeed = 1f;
break;
case ParticleType.WaterFog:
case WaterParticleType.WaterFog:
UseGravityModifier = false;
UseSize = false;
UseSpeed = false;
@ -65,7 +67,7 @@ public class ParticleControlOfType : ParticleControl
scaleMax = 10f;
ScaleSpeed = 1f;
break;
case ParticleType.DryPowder:
case WaterParticleType.DryPowder:
UseLocaleScale = true;
UseGravityModifier = true;
UseSize = false;
@ -78,36 +80,44 @@ public class ParticleControlOfType : ParticleControl
ScaleSpeed = 1f;
divisorGravityModifier = 2;
break;
case ParticleType.Froth:
frothWaterColumn = transform.parent.Find("frothWaterColumn");
frothWaterColumnInit = frothWaterColumn.localScale;
UseLocaleScale = true;
UseGravityModifier = true;
case WaterParticleType.Froth:
#region 后来换了泡沫的预设。是根据以前的直流改的,所以没必要特殊处理了。
//frothWaterColumn = transform.parent.Find("frothWaterColumn");
//frothWaterColumnInit = frothWaterColumn.localScale;
//UseLocaleScale = true;
//UseGravityModifier = true;
//UseSize = false;
//UseStartLifetime = false;
//UseSpeed = false;
//UseRotation = false;
//UseRateOverTime = false;
//scaleMin = 0.5f;
//scaleMax = 10f;
//ScaleSpeed = 1f;
//divisorGravityModifier = 2;
#endregion
UseLocaleScale = false;
UseGravityModifier = false;
UseSize = false;
UseStartLifetime = false;
UseSpeed = false;
UseRotation = false;
UseSpeed = true;
UseRateOverTime = false;
scaleMin = 0.5f;
scaleMax = 10f;
ScaleSpeed = 1f;
divisorGravityModifier = 2;
scaleMin = 0.2f;
scaleMax = 1.2f;
ScaleSpeed = 0.1f;
break;
}
}
private Transform frothWaterColumn;
private Vector3 frothWaterColumnInit;
private void Froth()
{
frothWaterColumn.localScale = frothWaterColumnInit * Scale;//new Vector3(frothWaterColumnInit.x * Scale, frothWaterColumnInit.y * Scale, frothWaterColumnInit.z * Scale );//控制水柱缩放
}//测试用
//private void Update()
//{
// //if (Input.GetKey(KeyCode.Equals))//换成自己的输入方式 如消息
// // Up();
// //if (Input.GetKey(KeyCode.Minus))
// // Down();
//}
//后来换了泡沫的预设。是根据以前的直流改的,所以没必要特殊处理了。
//frothWaterColumn.localScale = frothWaterColumnInit * Scale;//new Vector3(frothWaterColumnInit.x * Scale, frothWaterColumnInit.y * Scale, frothWaterColumnInit.z * Scale );//控制水柱缩放
}
/// <summary>
/// 增大压力
/// </summary>
@ -115,6 +125,7 @@ public class ParticleControlOfType : ParticleControl
{
Up(weight);
}
/// <summary>
/// 减小压力
/// </summary>
@ -122,24 +133,27 @@ public class ParticleControlOfType : ParticleControl
{
Down(weight);
}
/// <summary>
/// 大
/// </summary>
protected override void Up(float weight)
{
base.Up(weight);
if (particleType == ParticleType.Froth)
if (particleType == WaterParticleType.Froth)
Froth();
}
/// <summary>
/// 小
/// </summary>
protected override void Down(float weight)
{
base.Down(weight);
if (particleType == ParticleType.Froth)
if (particleType == WaterParticleType.Froth)
Froth();
}
/// <summary>
/// 获取粒子大小(当前值)
/// </summary>
@ -147,12 +161,21 @@ public class ParticleControlOfType : ParticleControl
{
return Scale;
}
/// <summary>
/// 设置粒子大小
/// </summary>
/// <param name="value"></param>
public void SetScaleValue(float value)
{
if (!(particleType == WaterParticleType.Froth || particleType == WaterParticleType.WaterStraight))
{
return;
}
SetScale(value);
}
public WaterParticleType GetParticleType()
{
return particleType;
}
}

5
Assets/Sprite/Particle/ParticleControlOfType.cs.meta → Assets/Scripts/Common/WateParticle/ParticleControlOfType.cs.meta

@ -1,8 +1,7 @@
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MonoImporter:
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3
Assets/Sprite/Particle/ParticleData.cs → Assets/Scripts/Common/WateParticle/ParticleData.cs

@ -1,6 +1,5 @@
using UnityEngine;
//Author:ZCG
//CreatTime:12/8/2017
/// <summary>
///包含一个粒子系统所有初始值
/// </summary>

5
Assets/Sprite/Particle/ParticleData.cs.meta → Assets/Scripts/Common/WateParticle/ParticleData.cs.meta

@ -1,8 +1,7 @@
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29
Assets/Scripts/Common/WateParticle/WaterParticleSetting.cs

@ -0,0 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 粒子大小设置
/// </summary>
public class WaterParticleSetting : MonoBehaviour
{
public ParticleControlOfType particle;
public float minDis = 3;
public float maxDis = 30;
public void SetParticaleValue(float distance, float maxDistance)
{
maxDis = maxDistance;
float dis = Mathf.Clamp(distance, minDis, maxDis);
float min = particle.scaleMin;
float max = particle.scaleMax;
//y = kx + b;
float k = (maxDis - minDis) / (max - min);
float b = minDis - k * min;//minDis为y的值 或 float b = maxDis - k * max;(此时maxDis为y的值)
float x = (dis - b) / k;//dis为y
particle.SetScaleValue(x);
}
}

11
Assets/Scripts/Common/WateParticle/WaterParticleSetting.cs.meta

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65
Assets/Scripts/Common/WateParticle/WaterTest.cs

@ -0,0 +1,65 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WaterTest : MonoBehaviour
{
public GameObject gameobj;
private ParticleControlOfType part;
[Range(3,30)]
private float distance=3;
// Start is called before the first frame update
void Start()
{
part = gameobj.GetComponentInChildren<ParticleControlOfType>();
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.UpArrow))
{
if (part.GetScaleValue() < part.scaleMax)
{
distance = distance + 1;
}
else
{
distance = 30;
}
float min = part.scaleMin;
float max = part.scaleMax;
float k = (30 - 3) / (max - min);
float b = 3 - min * k;
float value = (distance + b) / k;
part.SetScaleValue(value);
}
if (Input.GetKeyDown(KeyCode.DownArrow))
{
if (part.GetScaleValue() > part.scaleMin)
{
distance = distance - 1;
}
else
{
distance = 3;
}
float min = part.scaleMin;
float max = part.scaleMax;
float k = (30 - 3) / (max - min);
float b = 3 - min * k;
float value = (distance + b) / k;
part.SetScaleValue(value);
}
}
public void SetParticaleValue(float Distance)
{
float distance = Mathf.Clamp(3,30, Distance);
float min = part.scaleMin;
float max = part.scaleMax;
float k = (30 - 3) / (max - min);
float b = 3 - min * k;
float value = (distance + b) / k;
part.SetScaleValue(value);
}
}

11
Assets/Scripts/Common/WateParticle/WaterTest.cs.meta

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