实现原理:
1.逐帧运动的图片切换实现闪电的效果
2.设置出发点,方向,长度实现两点的电流
实现代码:
1.逐帧动画
Shader实现:
Shader "Unlit/LightShader"
{
Properties
{
_MainTint ("Diffuse Color", Color) = (1,1,1,1)
_MainTex("Base (RGB)",2D) = "white" {}
_TexWidth("Sheet Width",float) = 0.0
_SpriteFrameNum("Sprite Frame Counts",float) = 9.0
_Speed("Speed ",Range(0.01,32)) = 12
}
SubShader
{
Tags { "RenderType"="Opaque" "CanUseSpriteAtlas"="True"}
LOD 200
Pass
{
Blend SrcAlpha One
Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _MainTint;
float _TexWidth;
float _SpriteFrameNum;
float _Speed;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float2 spriteUV = i.uv;
float uAddPerFrame = 1 / _SpriteFrameNum;
float timeVal = fmod(_Time.y * _Speed,_SpriteFrameNum);
timeVal = ceil(timeVal);
float xValue = spriteUV.y;
xValue *= uAddPerFrame;
xValue += timeVal * uAddPerFrame;
spriteUV = float2(spriteUV.x,xValue);
fixed4 c = tex2D (_MainTex, spriteUV) * _MainTint;
return c;
}
ENDCG
}
}
}
图片:
public void ShowLight(Vector3 start,Vector3 end)
{
if (m_Parent == null)
{
m_Parent = SysManager.GetSys<FairyGUISys>(SysEnum.FairyGUISys).GetView<EffectView>(UIConfig.EffectView).FairyComponent;
}
float dis = (Vector3.Distance(start, end)*100)/25;//求长度
float angle = GameUtlis.Angle(start, end);//求距离
GameObject effect = m_LightEffectPool.GetObj(ResoursesConfig.LightUrl);//生成闪电特效
SpriteRenderer spr = effect.GetComponent<SpriteRenderer>();
spr.size = new Vector2(0, spr.size.y);
DOTween.To(
() => spr.size,
a => { spr.size = a; },
new Vector2(dis, spr.size.y),
0.1F);
effect.transform.position = start;
effect.transform.eulerAngles = new Vector3(0,0,angle);
effect.transform.parent = m_Parent.displayObject.gameObject.transform;
effect.transform.localScale = new Vector3(50, 25, 1);
SysManager.ObjectBase.StartCoroutine(GameUtlis.Wait(0.5f, () => {
DOTween.To(
() => spr.size,
a => { spr.size = a; },
new Vector2(0, spr.size.y),
0.3f).OnComplete(()=> {
m_ComBoEffectPool.RecycleObj(effect);
});
}));
}
方向算法:
public static float Angle(Vector3 start,Vector3 end)
{
Vector3 target = end - start;
float angle = Vector3.Angle(target, Vector3.right);
if (target.y < 0)
{
angle = 360 - angle;
}
return angle;
}