狗屎Minimax坏我代码

This commit is contained in:
SoulliesOfficial
2026-04-18 13:57:19 -04:00
parent 41140a2017
commit 7379583165
473 changed files with 34480 additions and 8069 deletions

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using System;
using UnityEngine;
using Lean.Pool;
using Sirenix.OdinInspector;
namespace Cielonos.MainGame
{
public class LightGradient : MonoBehaviour, IPoolable
{
[Required] public Light targetLight;
[Tooltip("在特效生成时是否立刻启用渐变,注意,必须通过对象池生成。\n为true时渐变效果从targetLight的默认intensity开始否则需要调用EnableFade方法启用渐变")]
public bool playOnSpawn = true;
[Tooltip("光源渐变的生命周期")] public float life = 1f;
[Tooltip("是否应用强度变化")] public bool applyIntensityFade = true;
[Tooltip("初始强度")] [ShowIf("applyIntensityFade")] public float initialIntensity = 1;
[Tooltip("渐变曲线")] [ShowIf("applyIntensityFade")] public AnimationCurve intensityFadeCurve;
[Tooltip("是否应用范围变化")] public bool applyRangeFade = false;
[Tooltip("初始范围")][ShowIf("applyRangeFade")] public float initialRange = 1;
[Tooltip("范围曲线")][ShowIf("applyRangeFade")] public AnimationCurve rangeFadeCurve;
[Tooltip("是否使用光源颜色渐变")] public bool useLightColorGradient = false;
[Tooltip("光源颜色渐变")][ShowIf("useLightColorGradient")] public Gradient lightColorGradient;
[HideInEditorMode]
[SerializeField]
private bool isFading;
[HideInEditorMode]
[SerializeField]
private float time;
private void Reset()
{
targetLight = GetComponent<Light>();
intensityFadeCurve = AnimationCurve.EaseInOut(0, 1, 1, 0);
rangeFadeCurve = AnimationCurve.EaseInOut(0, 1, 1, 0);
}
public void OnSpawn()
{
if (playOnSpawn && !isFading)
{
EnableFade(initialIntensity, initialRange);
}
}
public void OnDespawn()
{
isFading = false;
}
public void EnableFade(float intensity, float initialRange)
{
if (targetLight == null) throw new NullReferenceException("Target Light is null");
time = 0;
isFading = true;
if (applyIntensityFade)
{
this.initialIntensity = intensity;
targetLight.intensity = intensity;
}
if (applyRangeFade)
{
this.initialRange = initialRange;
targetLight.range = initialRange;
}
}
void Update()
{
if (!isFading) return;
time += Time.deltaTime;
if (applyIntensityFade)
{
targetLight.intensity = initialIntensity * intensityFadeCurve.Evaluate(time / life);
}
if (applyRangeFade)
{
targetLight.range = initialRange * rangeFadeCurve.Evaluate(time / life);
}
if (useLightColorGradient)
{
targetLight.color = lightColorGradient.Evaluate(time / life);
}
if (time > life)
{
time = 0;
isFading = false;
}
}
}
}

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using System;
using Lean.Pool;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.Serialization;
namespace Cielonos.MainGame
{
public class TransformAdjustment : MonoBehaviour, IPoolable
{
[Required] public VFXObject vfxObject;
[Required] public Transform targetTransform;
[Tooltip("在特效生成时是否立刻启用渐变,注意,必须通过对象池生成。\n为true时渐变效果从默认transform开始否则需要调用EnableFade方法启用渐变")]
public bool playOnSpawn = true;
[Tooltip("生命周期")] public float life = 1f;
[Tooltip("是否应用本地位置变化")] public bool applyLocalPosition = true;
[Tooltip("初始位置")] [ShowIf("applyLocalPosition")] public Vector3 initialLocalPosition;
[Tooltip("目标位置")] [ShowIf("applyLocalPosition")] public Vector3 targetLocalPosition = Vector3.zero;
[Tooltip("X位置曲线")] [ShowIf("applyLocalPosition")] public AnimationCurve positionCurveX;
[Tooltip("Y位置曲线")] [ShowIf("applyLocalPosition")] public AnimationCurve positionCurveY;
[Tooltip("Z位置曲线")] [ShowIf("applyLocalPosition")] public AnimationCurve positionCurveZ;
[Tooltip("是否应用本地旋转变化")] public bool applyLocalRotation = false;
[Tooltip("初始旋转")][ShowIf("applyLocalRotation")]public Vector3 initialEulerAngles;
[Tooltip("初始旋转")][ShowIf("applyLocalRotation")] public Vector3 targetEulerAngles = Vector3.zero;
[Tooltip("X旋转曲线")][ShowIf("applyLocalRotation")] public AnimationCurve rotationCurveX;
[Tooltip("Y旋转曲线")][ShowIf("applyLocalRotation")] public AnimationCurve rotationCurveY;
[Tooltip("Z旋转曲线")][ShowIf("applyLocalRotation")] public AnimationCurve rotationCurveZ;
[Tooltip("是否应用本地缩放变化")] public bool applyLocalScale = false;
[Tooltip("初始缩放")][ShowIf("applyLocalScale")] public Vector3 initialLocalScale;
[Tooltip("目标缩放")][ShowIf("applyLocalScale")] public Vector3 targetLocalScale = Vector3.one;
[Tooltip("X缩放曲线")][ShowIf("applyLocalScale")] public AnimationCurve scaleCurveX;
[Tooltip("Y缩放曲线")][ShowIf("applyLocalScale")] public AnimationCurve scaleCurveY;
[Tooltip("Z缩放曲线")][ShowIf("applyLocalScale")] public AnimationCurve scaleCurveZ;
[HideInEditorMode]
[SerializeField]
private bool isFading;
[HideInEditorMode]
[SerializeField]
private float time;
private void Reset()
{
targetTransform = transform;
positionCurveX = AnimationCurve.EaseInOut(0, 0, 1, 1);
positionCurveY = AnimationCurve.EaseInOut(0, 0, 1, 1);
positionCurveZ = AnimationCurve.EaseInOut(0, 0, 1, 1);
rotationCurveX = AnimationCurve.EaseInOut(0, 0, 1, 1);
rotationCurveY = AnimationCurve.EaseInOut(0, 0, 1, 1);
rotationCurveZ = AnimationCurve.EaseInOut(0, 0, 1, 1);
scaleCurveX = AnimationCurve.EaseInOut(0, 0, 1, 1);
scaleCurveY = AnimationCurve.EaseInOut(0, 0, 1, 1);
scaleCurveZ = AnimationCurve.EaseInOut(0, 0, 1, 1);
}
public void OnSpawn()
{
if (playOnSpawn && !isFading)
{
Enable(targetLocalPosition, targetEulerAngles, targetLocalScale);
}
}
public void OnDespawn()
{
isFading = false;
}
public void Enable(Vector3 position, Vector3 eulerAngles, Vector3 scale)
{
if (targetTransform == null) throw new NullReferenceException("Target Transform is null");
time = 0;
isFading = true;
if (applyLocalPosition)
{
this.targetLocalPosition = position;
targetTransform.localPosition = initialLocalPosition;
}
if (applyLocalRotation)
{
this.targetEulerAngles = eulerAngles;
targetTransform.localEulerAngles = initialEulerAngles;
}
if (applyLocalScale)
{
this.targetLocalScale = scale;
targetTransform.localScale = initialLocalScale;
}
}
void Update()
{
if (!isFading) return;
time += vfxObject?.DeltaTime ?? Time.deltaTime;
if (applyLocalPosition)
{
targetTransform.localPosition = initialLocalPosition + new Vector3(
(targetLocalPosition.x - initialLocalPosition.x) * positionCurveX.Evaluate(time / life),
(targetLocalPosition.y - initialLocalPosition.y) * positionCurveY.Evaluate(time / life),
(targetLocalPosition.z - initialLocalPosition.z) * positionCurveZ.Evaluate(time / life)
);
}
if (applyLocalRotation)
{
targetTransform.localEulerAngles = initialEulerAngles + new Vector3(
(targetEulerAngles.x - initialEulerAngles.x) * rotationCurveX.Evaluate(time / life),
(targetEulerAngles.y - initialEulerAngles.y) * rotationCurveY.Evaluate(time / life),
(targetEulerAngles.z - initialEulerAngles.z) * rotationCurveZ.Evaluate(time / life)
);
}
if (applyLocalScale)
{
targetTransform.localScale = initialLocalScale + new Vector3(
(targetLocalScale.x - initialLocalScale.x) * scaleCurveX.Evaluate(time / life),
(targetLocalScale.y - initialLocalScale.y) * scaleCurveY.Evaluate(time / life),
(targetLocalScale.z - initialLocalScale.z) * scaleCurveZ.Evaluate(time / life)
);
}
if (time > life)
{
time = 0;
isFading = false;
}
}
}
}

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using System.Collections.Generic;
using Lean.Pool;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Cielonos.MainGame
{
public class VFXRaycastInteraction : MonoBehaviour, IPoolable
{
[Header("核心设置")]
[Tooltip("在特效生成时是否立刻启用渐变,注意,必须通过对象池生成。\n为true时渐变效果从targetLight的默认intensity开始否则需要调用EnableFade方法启用渐变")]
public bool playOnSpawn = true;
public float life = 1f;
public List<float> checkPoints;
public int currentCheckPointIndex = 0;
public bool isEnabling = true;
public Transform startPoint; // 刀尖的位置(用于发射射线)
public LayerMask collisionLayers; // 地面图层
public float rayLength = 0.5f; // 射线长度(稍微比刀刃离地距离长一点)
[Header("特效资源")]
public GameObject sparkPrefab; // 火星特效 Prefab
public GameObject decalPrefab; // 划痕 Decal Prefab
[HideInEditorMode]
[SerializeField]
private bool isFading;
[HideInEditorMode]
[SerializeField]
private float time;
private Vector3 _lastTipPosition;
private void Reset()
{
startPoint = transform;
collisionLayers = LayerMask.GetMask("Wall", "Ground");
}
public void OnSpawn()
{
if (playOnSpawn && !isEnabling)
{
isEnabling = true;
time = 0f;
currentCheckPointIndex = 0;
}
_lastTipPosition = startPoint.position;
}
public void OnDespawn()
{
isEnabling = false;
}
void Update()
{
time += Time.deltaTime;
if (time >= life)
{
isEnabling = false;
}
if (!isEnabling || Time.timeScale == 0 || checkPoints.Count == 0) return;
// 1. 计算刀尖速度方向(用于决定划痕朝向)
Vector3 velocity = (startPoint.position - _lastTipPosition) / Time.deltaTime;
_lastTipPosition = startPoint.position;
//1. 检查是否到达下一个检查点
if (currentCheckPointIndex < checkPoints.Count)
{
if (time >= checkPoints[currentCheckPointIndex])
{
currentCheckPointIndex++;
}
else
{
return; // 未到达检查点,跳过本次更新
}
}
else
{
return; // 所有检查点已处理完,跳过本次更新
}
// 2. 发射射线检测地面
// 这里我们向下发射射线。如果你的游戏支持墙壁划痕,可以改为 velocity.normalized
RaycastHit hit;
if (Physics.Raycast(startPoint.position, startPoint.forward, out hit, rayLength, collisionLayers))
{
SpawnEffects(hit, velocity);
}
}
void SpawnEffects(RaycastHit hit, Vector3 slashVelocity)
{
Vector3 projectedSlashDir = Vector3.ProjectOnPlane(slashVelocity, hit.normal).normalized;
// --- 处理火星 (Spark) ---
if (sparkPrefab != null)
{
// 关键点:使用 Quaternion.LookRotation(hit.normal)
// 这会让火星特效的 Z轴发射方向严格对准地面法线垂直向上right方向和挥动方向对齐
LeanPool.Spawn(sparkPrefab, hit.point, Quaternion.LookRotation(hit.normal, Vector3.Cross(projectedSlashDir, hit.normal)));
}
// --- 处理划痕 (Decal) ---
if (decalPrefab != null)
{
// 计算划痕的朝向:
// 我们希望划痕贴在地面上(法线对齐 hit.normal
// 同时划痕的延伸方向要对齐刀的挥动方向slashVelocity
if (projectedSlashDir != Vector3.zero)
{
// 计算 Decal 的旋转Decal的forward和地面法线对齐right方向和挥动方向对齐
Quaternion decalRotation = Quaternion.LookRotation(hit.normal, Vector3.Cross(projectedSlashDir, hit.normal));
// 生成 Decal稍微抬高一点点避免 Z-Fighting
GameObject decal = LeanPool.Spawn(decalPrefab, hit.point + hit.normal * 0.01f, decalRotation);
// 记得在 Prefab 里设置自动销毁,或者在这里写 Destroy
LeanPool.Despawn(decal, 5f);
}
}
}
// 用于在 Scene 窗口调试射线,方便你调整 rayLength
void OnDrawGizmos()
{
if (startPoint != null)
{
Gizmos.color = Color.yellow;
Gizmos.DrawLine(startPoint.position, startPoint.position + transform.forward * rayLength);
}
}
}
}

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