工程截图
残影脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 残影效果
/// </summary>
public class AfterimageEffect : MonoBehaviour
{
//是否开启效果
public bool enabledEffect = false;
[SerializeField]
private SkinnedMeshRenderer m_SkinnedMeshRenderer;
//生成残影间隔时间
[SerializeField]
private float interval = 0.2f;
//残影淡出速度
[SerializeField]
private float fadeOutSpeed = 1f;
[Tooltip("是否只在移动时产生残影")]
[SerializeField]
private bool onlyMove = true;
private float lastGenTime = 0;
private Transform cacheTransform;
private Vector3 lastPosition = Vector3.zero;
private List<Afterimage> afterimageList = new List<Afterimage>();
void Awake()
{
cacheTransform = transform;
}
void Update()
{
for (int i = afterimageList.Count-1; i >= 0; i--)
{
Afterimage afterimage = afterimageList[i];
float fadeOutAlpha = Time.deltaTime * fadeOutSpeed;
afterimage.FadeOutAlpha(fadeOutAlpha);
if (!afterimage.lifeCycle)
afterimageList.RemoveAt(i);
}
if (!enabledEffect)
return;
if (onlyMove)
{
//如果未移动,则不产生残影
Vector3 position = cacheTransform.position;
if (Mathf.Approximately(position.x, lastPosition.x) &&
Mathf.Approximately(position.y, lastPosition.y) &&
Mathf.Approximately(position.z, lastPosition.z))
return;
lastPosition = position;
}
if (Time.time - lastGenTime < interval)
return;
lastGenTime = Time.time;
CreateAfterimage();
}
//创建快照
public void CreateAfterimage()
{
Mesh mesh = new Mesh();
m_SkinnedMeshRenderer.BakeMesh(mesh);
GameObject go = new GameObject();
//残影对象不显示在层级面板及场景中
go.hideFlags = HideFlags.HideAndDontSave;
//设置layer层
go.layer = 8; //可选
go.transform.position = cacheTransform.position;
Vector3 eulerAngles = cacheTransform.rotation.eulerAngles;
//可能其他3D软件生成的Mesh采用的坐标系与Unity不一致,需要特殊处理下
Vector3 go_eulerAngles = new Vector3(eulerAngles.x-90, eulerAngles.z, eulerAngles.y);
go.transform.rotation = Quaternion.Euler(go_eulerAngles);
MeshFilter meshFilter = go.AddComponent<MeshFilter>();
meshFilter.mesh = mesh;
MeshRenderer meshRenderer = go.AddComponent<MeshRenderer>();
int materialsLength = m_SkinnedMeshRenderer.materials.Length;
meshRenderer.materials = new Material[materialsLength];
for (int i = 0; i < materialsLength; i++)
{
meshRenderer.materials[i] = m_SkinnedMeshRenderer.materials[i];
meshRenderer.materials[i].shader = Shader.Find("Sprites/Diffuse");
Color col = new Color(0.85f, 0.43f, 0.84f, 0.2f);
meshRenderer.materials[i].SetColor("_Color", col);
}
Afterimage afterimage = new Afterimage();
afterimage.go = go;
afterimage.meshRenderer = meshRenderer;
afterimageList.Add(afterimage);
}
public class Afterimage
{
public GameObject go;
public MeshRenderer meshRenderer;
//生命周期
public bool lifeCycle = true;
public void FadeOutAlpha(float alpha)
{
for (int i = 0; i < meshRenderer.materials.Length; i++)
{
Color color = meshRenderer.materials[i].color;
color.a -= alpha;
meshRenderer.materials[i].color = color;
if (color.a <= 0)
lifeCycle = false;
}
if (!lifeCycle)
Destroy();
}
public void Destroy()
{
GameObject.Destroy(go);
}
}
}
运行效果 (这里是手动拖动角色移动,所以产生的残影间隔不一致)