(client) feat:添加UI多线段绘制器,贝塞尔曲线绘制器及其编辑器, fix:单目标子弹在一帧内击中多个目标未被限制击中数量

This commit is contained in:
m0_75251201
2025-09-09 20:10:21 +08:00
parent 6cb4483d20
commit d1c0387df0
17 changed files with 1142 additions and 117 deletions

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using UI;
using UnityEditor;
using UnityEngine;
namespace Editor
{
// 告诉 Unity 这个编辑器是为 UIBezierCurveGenerator 组件服务的
[CustomEditor(typeof(UIBezierCurveGenerator))]
public class UIBezierCurveGeneratorEditor : UnityEditor.Editor
{
// 这个方法用于定义组件在 Inspector 窗口中的显示
public override void OnInspectorGUI()
{
// 调用基类的 OnInspectorGUI 方法,绘制所有 public 或 [SerializeField] 字段
// 这意味着我们会看到 P0, P1, P2, P3 和 segmentCount 的默认 Inspector 控件
base.OnInspectorGUI();
// 获取目标组件的引用
UIBezierCurveGenerator generator = (UIBezierCurveGenerator)target;
// 可以在这里添加自定义的 Inspector 按钮或信息
if (GUILayout.Button("Generate Curve Now"))
{
generator.GenerateCurvePoints();
}
}
// 这个方法用于在 Scene 视图中绘制 Gizmos 或处理交互
protected virtual void OnSceneGUI()
{
// 获取当前被选中的 UIBezierCurveGenerator 实例
UIBezierCurveGenerator generator = (UIBezierCurveGenerator)target;
RectTransform rectTransform = generator.GetComponent<RectTransform>();
// 如果没有 RectTransform 或 UILineRenderer则无法操作直接返回
if (rectTransform == null || generator.lineRenderer == null) // lineRenderer 现已为 public
{
return;
}
// 确保在 Scene 视图中显示时重新生成曲线
// 这有助于在编辑器中实时预览,即使 Inspector 没有变动。
// 但要注意,频繁调用 GenerateCurvePoints() 可能对性能有轻微影响,
// 但对于贝塞尔曲线这种操作,通常是可以接受的。
generator.GenerateCurvePoints();
// 设置 Unity Editor Handles 的颜色,方便区分不同的点
Handles.color = Color.white;
// 修正:使用 HandleUtility.GetHandleSize 方法,并根据 P0 的世界位置计算句柄大小
float handleSphereSize =
HandleUtility.GetHandleSize(rectTransform.TransformPoint(generator.P0)) * 0.05f; // 调整一个合适的大小比例
// =========================================================
// P0 (起点) 的操作
// =========================================================
Handles.color = Color.green; // 绿色表示起点
Vector3 worldP0 = rectTransform.TransformPoint(generator.P0); // 将 P0 从局部坐标转换为世界坐标
EditorGUI.BeginChangeCheck(); // 开始检查是否有改变发生
// 绘制一个可拖动的 PositionHandle返回用户拖动后的新世界坐标
worldP0 = Handles.PositionHandle(worldP0, Quaternion.identity);
if (EditorGUI.EndChangeCheck()) // 如果 PositionHandle 被拖动,检测到改变
{
Undo.RecordObject(generator, "Move Bezier Point P0"); // 记录操作,支持撤销
generator.P0 = rectTransform.InverseTransformPoint(worldP0); // 将新的世界坐标转换回局部坐标
generator.GenerateCurvePoints(); // 立即更新曲线 (调用组件的方法)
EditorUtility.SetDirty(generator); // 标记组件已修改,确保保存到场景
}
Handles.DrawSolidDisc(worldP0, Vector3.forward, handleSphereSize * 0.8f); // 绘制一个小圆盘作为点标记
// =========================================================
// P1 (第一个控制点) 的操作
// =========================================================
Handles.color = Color.blue; // 蓝色表示第一个控制点
Vector3 worldP1 = rectTransform.TransformPoint(generator.P1);
EditorGUI.BeginChangeCheck();
worldP1 = Handles.PositionHandle(worldP1, Quaternion.identity);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(generator, "Move Bezier Point P1");
generator.P1 = rectTransform.InverseTransformPoint(worldP1);
generator.GenerateCurvePoints();
EditorUtility.SetDirty(generator);
}
Handles.DrawSolidDisc(worldP1, Vector3.forward, handleSphereSize * 0.6f);
// =========================================================
// P2 (第二个控制点) 的操作
// =========================================================
Handles.color = Color.magenta; // 洋红色表示第二个控制点
Vector3 worldP2 = rectTransform.TransformPoint(generator.P2);
EditorGUI.BeginChangeCheck();
worldP2 = Handles.PositionHandle(worldP2, Quaternion.identity);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(generator, "Move Bezier Point P2");
generator.P2 = rectTransform.InverseTransformPoint(worldP2);
generator.GenerateCurvePoints();
EditorUtility.SetDirty(generator);
}
Handles.DrawSolidDisc(worldP2, Vector3.forward, handleSphereSize * 0.6f);
// =========================================================
// P3 (终点) 的操作
// =========================================================
Handles.color = Color.red; // 红色表示终点
Vector3 worldP3 = rectTransform.TransformPoint(generator.P3);
EditorGUI.BeginChangeCheck();
worldP3 = Handles.PositionHandle(worldP3, Quaternion.identity);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(generator, "Move Bezier Point P3");
generator.P3 = rectTransform.InverseTransformPoint(worldP3);
generator.GenerateCurvePoints();
EditorUtility.SetDirty(generator);
}
Handles.DrawSolidDisc(worldP3, Vector3.forward, handleSphereSize * 0.8f);
// =========================================================
// 绘制辅助线 (控制杆),连接起点到第一个控制点,终点到第二个控制点
// =========================================================
Handles.color = Color.gray; // 灰色辅助线
Handles.DrawLine(worldP0, worldP1); // P0 -> P1
Handles.DrawLine(worldP2, worldP3); // P2 -> P3
// 刷新 Scene 视图,确保所有 Gizmos 和曲线更新立即显示
SceneView.RepaintAll();
}
}
}

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@ -14,7 +14,7 @@ namespace Base
}
// 自定义梯度效果类继承自BaseMeshEffect
public class Gradient : BaseMeshEffect
public class ColorBar : BaseMeshEffect
{
[SerializeField] // 序列化字段可在Inspector中编辑
private Dir dir = Dir.Vertical; // 渐变方向,默认垂直

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@ -29,7 +29,7 @@ namespace Base
/// 用于显示加载进度的自定义进度条组件。
/// <para>请参阅类注释以了解其声明类型与预期API的差异。</para>
/// </summary>
public Gradient progressBar;
public ColorBar progressBar;
/// <summary>
/// 用于显示当前加载步骤描述的文本组件。

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@ -36,7 +36,7 @@ namespace Entity
private void OnTriggerEnter2D(Collider2D other)
{
var entity = other.GetComponent<Entity>();
if (!entity || entity == bulletSource || entity is Pickup) return;
if (IsDead||!entity || entity == bulletSource || entity is Pickup) return;
if (Managers.AffiliationManager.Instance.GetRelation(bulletSource.affiliation, entity.affiliation) != Relation.Friendly || Setting.Instance.CurrentSettings.friendlyFire)
{
entity.OnHit(this);

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@ -216,6 +216,7 @@ namespace Entity
return;
weaponItem=GameObjectCreate.SpriteAnimator(currentWeapon.Icon.ToArray(), weaponAnimator.transform);
weaponItem.SetFPS(currentWeapon.FPS);
weaponItem.gameObject.SetActive(true);
weaponAttackAnimation = GameObjectCreate.SpriteAnimator(currentWeapon.AttackAnimation.ToArray(),
weaponAnimator.transform);
@ -393,7 +394,7 @@ namespace Entity
private void StartAttack(WeaponResource weaponResource)
{
_attackTimer = weaponResource.AttackCooldown;
_attackDetectionTime = weaponResource.AttackDetectionTime;
_attackDetectionTime =Mathf.Max(0,weaponResource.AttackCooldown- weaponResource.AttackDetectionTime);
currentAttackWeapon = weaponResource;
if (weaponResource.AttackAnimationTime > 0)
@ -594,8 +595,13 @@ namespace Entity
{
var mousePos = MousePosition.GetWorldPosition();
attackDirection = new Vector3(mousePos.x,mousePos.y) - Position;
RotateTool.RotateTransformToDirection(weaponItem.transform, attackDirection);
}
if (Input.GetKeyDown(KeyCode.V))
{
weaponItem.gameObject.SetActive(!weaponItem.gameObject.activeSelf);
}
// 获取当前键盘输入状态2D 移动,只使用 X 和 Y 轴)
var inputDirection = Vector2.zero;

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@ -0,0 +1,7 @@
namespace Prefab
{
public class SkillTreeNodeProfab
{
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 78843bef7bb2445495588f60349626d9
timeCreated: 1757395333

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@ -0,0 +1,148 @@
using UnityEngine;
namespace UI
{
// 需要引用 UILineRenderer 组件
[RequireComponent(typeof(UILineRenderer))]
// 允许在编辑器模式下实时更新,便于调试
[ExecuteAlways]
public class UIBezierCurveGenerator : MonoBehaviour
{
// UILineRenderer 组件的引用
[SerializeField] public UILineRenderer lineRenderer;
// 控制点
[Header("Bezier Control Points")] public Vector2 P0; // 起点
public Vector2 P1; // 第一个控制点
public Vector2 P2; // 第二个控制点
public Vector2 P3; // 终点
[Header("Curve Settings")] [Range(5, 200)] // 限制段数范围,防止过低导致不平滑,过高导致性能问题
public int segmentCount = 50; // 曲线的平滑度,即采样的线段数量
void Awake()
{
Initialize();
}
void OnValidate()
{
Initialize();
if (lineRenderer != null)
{
GenerateCurvePoints(); // 在编辑器中修改参数时实时更新曲线
}
}
/// <summary>
/// 初始化组件,获取 UILineRenderer 引用
/// </summary>
private void Initialize()
{
if (lineRenderer == null)
{
lineRenderer = GetComponent<UILineRenderer>();
if (lineRenderer == null)
{
Debug.LogError("UILineRenderer component not found on this GameObject. Please add one.", this);
enabled = false; // 禁用此组件,防止空引用错误
}
}
}
/// <summary>
/// 计算三次贝塞尔曲线上的点
/// B(t) = (1-t)^3 * P0 + 3 * (1-t)^2 * t * P1 + 3 * (1-t) * t^2 * P2 + t^3 * P3
/// </summary>
/// <param name="t">参数,范围 [0, 1]</param>
/// <param name="p0">起点</param>
/// <param name="p1">第一个控制点</param>
/// <param name="p2">第二个控制点</param>
/// <param name="p3">终点</param>
/// <returns>在参数 t 处的贝塞尔曲线上点</returns>
private Vector2 CalculateBezierPoint(float t, Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3)
{
float u = 1 - t;
float tt = t * t;
float uu = u * u;
float uuu = uu * u;
float ttt = tt * t;
Vector2 p = uuu * p0; // (1-t)^3 * P0
p += 3 * uu * t * p1; // 3 * (1-t)^2 * t * P1
p += 3 * u * tt * p2; // 3 * (1-t) * t^2 * P2
p += ttt * p3; // t^3 * P3
return p;
}
/// <summary>
/// 生成贝塞尔曲线的点并更新 UILineRenderer
/// </summary>
public void GenerateCurvePoints()
{
if (lineRenderer == null || segmentCount <= 0)
{
Debug.LogWarning("UILineRenderer is null or segmentCount is invalid. Cannot generate curve.", this);
return;
}
// 清空 UILineRenderer 的点列表,以便重新填充
lineRenderer.points.Clear();
for (int i = 0; i <= segmentCount; i++)
{
float t = i / (float)segmentCount;
Vector2 point = CalculateBezierPoint(t, P0, P1, P2, P3);
lineRenderer.points.Add(point);
}
// 通知 UILineRenderer 需要重新绘制其几何体
lineRenderer.SetAllDirty();
}
/// <summary>
/// 提供了通过代码设置控制点并刷新曲线的方法
/// </summary>
public void SetControlPoints(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3)
{
this.P0 = p0;
this.P1 = p1;
this.P2 = p2;
this.P3 = p3;
GenerateCurvePoints();
}
/// <summary>
/// 提供了通过代码设置曲线段数并刷新曲线的方法
/// </summary>
public void SetSegmentCount(int count)
{
segmentCount = Mathf.Max(5, count); // 至少保留5段保证一定平滑度
GenerateCurvePoints();
}
// 当组件首次添加或重置时调用
void Reset()
{
Initialize(); // 确保 lineRenderer 已初始化
// 根据 RectTransform 的大小设置默认点,确保在可见范围内
RectTransform rt = GetComponent<RectTransform>();
float halfWidth = rt.rect.width / 2f;
float halfHeight = rt.rect.height / 2f;
// 设置一些默认的控制点让曲线在UI区域内可见
// 这些是相对于 RectTransform 的局部坐标
P0 = new Vector2(-halfWidth * 0.8f, -halfHeight * 0.5f); // 左下
P1 = new Vector2(-halfWidth * 0.4f, halfHeight * 0.8f); // 左上控制点
P2 = new Vector2(halfWidth * 0.4f, halfHeight * 0.8f); // 右上控制点
P3 = new Vector2(halfWidth * 0.8f, -halfHeight * 0.5f); // 右下
segmentCount = 50;
GenerateCurvePoints(); // 立即生成曲线
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8623ad98baf0495b8c8634232e3cae2e
timeCreated: 1757418458

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@ -0,0 +1,439 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using static UI.UILineRenderer; // 允许LineCapType直接访问
// 确保在UI命名空间内
namespace UI
{
/// <summary>
/// UILineRenderer 是一个用于在UI中绘制自定义线条的Graphic组件。
/// 它支持设置线条宽度、渐变颜色以及不同类型的线头(方形或圆形)。
/// 同时支持线段之间的斜切连接,以确保转角平滑。
/// </summary>
[RequireComponent(typeof(CanvasRenderer))]
public class UILineRenderer : Graphic
{
/// <summary>
/// 存储构成线条的顶点列表。
/// </summary>
public List<Vector2> points = new List<Vector2>();
/// <summary>
/// 线的宽度。
/// </summary>
[SerializeField] private float lineWidth = 5f;
/// <summary>
/// 获取或设置线的宽度。
/// 设置新值时如果宽度发生改变将触发UI网格的重新绘制。
/// </summary>
public float LineWidth
{
get => lineWidth;
set
{
// 仅当值发生显著变化时才更新,以避免不必要的重绘。
// Mathf.Abs(lineWidth - value) > float.Epsilon 是一个更健壮的浮点数比较方式。
if (Mathf.Abs(lineWidth - value) > float.Epsilon)
{
lineWidth = value;
SetVerticesDirty(); // 标记UI网格需要重新生成。
}
}
}
/// <summary>
/// 用于线条的渐变颜色。
/// </summary>
public Gradient lineGradient = new Gradient();
/// <summary>
/// 定义线条两端的线头类型。
/// </summary>
public enum LineCapType
{
/// <summary>
/// 无线头。
/// </summary>
None,
/// <summary>
/// 方形线头。
/// </summary>
Square,
/// <summary>
/// 圆形线头。
/// </summary>
Round
}
/// <summary>
/// 线的起始端线头类型。
/// </summary>
public LineCapType startCap = LineCapType.None;
/// <summary>
/// 线的结束端线头类型。
/// </summary>
public LineCapType endCap = LineCapType.None;
/// <summary>
/// 获取用于UI渲染的相机。
/// 如果Canvas的渲染模式是Screen Space - Overlay则返回null此时不需要相机。
/// </summary>
/// <returns>用于UI渲染的Camera实例或在Overlay模式下返回null。</returns>
private Camera GetCanvasRenderCamera()
{
Canvas _canvas = GetComponentInParent<Canvas>();
// 作为Graphic组件总会有一个Canvas作为父级。
if (_canvas == null) return null;
// 对于ScreenSpaceOverlay模式不需要相机来将屏幕点转换为世界点。
return _canvas.renderMode == RenderMode.ScreenSpaceOverlay ? null : _canvas.worldCamera;
}
/// <summary>
/// 在UI需要被重新绘制时调用用于生成网格顶点数据。
/// </summary>
/// <param name="vh">VertexHelper用于构建UI元素的网格。</param>
protected override void OnPopulateMesh(VertexHelper vh)
{
vh.Clear();
// 如果点列表为空或点的数量不足以构成线段,则不绘制任何东西。
if (points == null || points.Count < 2)
return;
// 如果渐变色对象未设置或颜色键为空,则默认创建一个纯白色渐变。
if (lineGradient == null || lineGradient.colorKeys.Length == 0)
{
lineGradient = new Gradient();
lineGradient.SetKeys(
new[] { new GradientColorKey(Color.white, 0f), new GradientColorKey(Color.white, 1f) },
new[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(1f, 1f) }
);
}
List<float> segmentLengths = new List<float>();
float totalLength = 0f;
// 预计算线条总长度和每段长度,用于渐变色和线头定位
for (int i = 0; i < points.Count - 1; i++)
{
float len = Vector2.Distance(points[i], points[i + 1]);
segmentLengths.Add(len);
totalLength += len;
}
// 存储计算出的所有顶点,包括内外侧及颜色信息
List<UIVertex> vertices = new List<UIVertex>();
float currentRenderedLength = 0f;
float halfWidth = lineWidth / 2f;
const float miterLimit = 4f; // Miter limit to prevent excessively long miters
for (int i = 0; i < points.Count; i++)
{
Vector2 p = points[i];
Vector2 currentPerp = Vector2.zero; // 垂直于期望线段方向的偏移向量
// 计算当前点的渐变颜色
float normalizedDistance = (totalLength > 0 && points.Count > 1) ? (currentRenderedLength / totalLength) : 0f;
Color pointColor = lineGradient.Evaluate(normalizedDistance);
if (i == 0) // 第一个点 (起点)
{
// 使用第一段的法线方向
Vector2 segmentDir = (points[1] - p).normalized;
currentPerp = new Vector2(-segmentDir.y, segmentDir.x) * halfWidth;
}
else if (i == points.Count - 1) // 最后一个点 (终点)
{
// 使用最后一段的法线方向
Vector2 segmentDir = (p - points[points.Count - 2]).normalized;
currentPerp = new Vector2(-segmentDir.y, segmentDir.x) * halfWidth;
}
else // 中间点 (转角)
{
Vector2 prevDir = (p - points[i - 1]).normalized;
Vector2 nextDir = (points[i + 1] - p).normalized;
// 计算两条线段的平均法线 (角平分线方向)
Vector2 angleBisector = (prevDir + nextDir).normalized;
// 计算垂直于角平分线的向量
Vector2 bisectorPerp = new Vector2(-angleBisector.y, angleBisector.x);
// 确定 bisectorPerp 的方向,使其始终指向“外侧”
// 通过检查 prevDir 和 bisectorPerp 的点积来判断方向
// 如果点积为负,表示 prevDir 的“向左”方向perp与 bisectorPerp 方向相反,需要翻转
// (prevDir.x * bisectorPerp.y - prevDir.y * bisectorPerp.x) > 0 表示 bisectorPerp 在 prevDir 的左侧
// (prevDir.x * bisectorPerp.y - prevDir.y * bisectorPerp.x) < 0 表示 bisectorPerp 在 prevDir 的右侧
// 更直观的判断是看prevDir的右向量和bisectorPerp是否同向
Vector2 prevDirPerp = new Vector2(-prevDir.y, prevDir.x); // prevDir的左侧法线
if (Vector2.Dot(prevDirPerp, bisectorPerp) < 0) // 如果bisectorPerp不是指向prevDir左侧则翻转
{
bisectorPerp *= -1;
}
// 计算斜切的延伸长度
// 角度越尖锐cos(angle/2) 越小miterFactor 越大
float angleRad = Vector2.Angle(prevDir, nextDir) * Mathf.Deg2Rad;
float miterLengthFactor = halfWidth / Mathf.Max(0.001f, Mathf.Cos(angleRad / 2f)); // 防止除以0
// 应用miter limit避免极端尖锐角造成过长斜切
miterLengthFactor = Mathf.Min(miterLengthFactor, lineWidth * miterLimit);
currentPerp = bisectorPerp * miterLengthFactor;
}
// 添加内外侧顶点
// Outer point
vertices.Add(new UIVertex
{
position = p + currentPerp,
color = pointColor,
uv0 = new Vector2(0, normalizedDistance) // Simple UV mapping for gradient, 0 for outer
});
// Inner point
vertices.Add(new UIVertex
{
position = p - currentPerp,
color = pointColor,
uv0 = new Vector2(1, normalizedDistance) // Simple UV mapping for gradient, 1 for inner
});
// 更新已渲染长度,用于下一个点的渐变计算
if (i < segmentLengths.Count)
{
currentRenderedLength += segmentLengths[i];
}
}
// --- 绘制线段网格 ---
for (int i = 0; i < points.Count - 1; i++)
{
int prevOuter = i * 2; // 上一个点的外侧顶点索引
int prevInner = i * 2 + 1; // 上一个点的内侧顶点索引
int currentOuter = (i + 1) * 2; // 当前点的外侧顶点索引
int currentInner = (i + 1) * 2 + 1; // 当前点的内侧顶点索引
// 添加顶点到 VertexHelper
// 确保vh.AddVert的顺序与vertices列表中的顺序一致
if (i == 0) // 为第一个点添加顶点
{
vh.AddVert(vertices[prevOuter]);
vh.AddVert(vertices[prevInner]);
}
vh.AddVert(vertices[currentOuter]);
vh.AddVert(vertices[currentInner]);
// 连接当前点和上一个点的顶点,形成一个矩形(两个三角形)
vh.AddTriangle(prevOuter, currentOuter, currentInner);
vh.AddTriangle(prevOuter, currentInner, prevInner);
}
// --- 绘制线头 ---
if (points.Count >= 2)
{
// 起点线头
Vector2 firstSegmentDirection = (points[1] - points[0]).normalized;
DrawCap(vh, points[0], -firstSegmentDirection, startCap, lineGradient.Evaluate(0f));
// 终点线头
Vector2 lastSegmentDirection = (points[points.Count - 1] - points[points.Count - 2]).normalized;
DrawCap(vh, points[points.Count - 1], lastSegmentDirection, endCap, lineGradient.Evaluate(1f));
}
}
/// <summary>
/// 绘制指定类型的线头。
/// </summary>
/// <param name="vh">VertexHelper用于构建线头网格。</param>
/// <param name="center">线头的中心(即线条的端点)。</param>
/// <param name="direction">线头延伸的方向。</param>
/// <param name="capType">线头类型(无、方形或圆形)。</param>
/// <param name="capColor">线头的颜色。</param>
private void DrawCap(VertexHelper vh, Vector2 center, Vector2 direction, LineCapType capType, Color capColor)
{
if (capType == LineCapType.None) return;
// 计算线头垂直于方向的向量,用于确定线头的宽度。
var perpendicular = new Vector2(-direction.y, direction.x) * lineWidth / 2f;
// 记录当前VertexHelper中的顶点数量。
var currentVertCount = vh.currentVertCount;
UIVertex vertexTemplate = UIVertex.simpleVert;
vertexTemplate.color = capColor;
if (capType == LineCapType.Square)
{
// 绘制方形线头,通过在端点处添加一个与线段垂直的矩形。
Vector2 p0 = center - perpendicular; // 线段边缘点1
Vector2 p1 = center + perpendicular; // 线段边缘点2
Vector2 p2 = center + perpendicular + (direction * (lineWidth / 2f)); // 延伸点1
Vector2 p3 = center - perpendicular + (direction * (lineWidth / 2f)); // 延伸点2
// 添加方形线头的四个顶点。
// 注意:这里需要确保顶点的顺序正确,形成两个三角形
vertexTemplate.position = p0; vertexTemplate.uv0 = new Vector2(0f, 0f); vh.AddVert(vertexTemplate); // 0
vertexTemplate.position = p1; vertexTemplate.uv0 = new Vector2(1f, 0f); vh.AddVert(vertexTemplate); // 1
vertexTemplate.position = p2; vertexTemplate.uv0 = new Vector2(1f, 1f); vh.AddVert(vertexTemplate); // 2
vertexTemplate.position = p3; vertexTemplate.uv0 = new Vector2(0f, 1f); vh.AddVert(vertexTemplate); // 3
// 添加两个三角形组成方形线头。
vh.AddTriangle(currentVertCount, currentVertCount + 1, currentVertCount + 2);
vh.AddTriangle(currentVertCount, currentVertCount + 2, currentVertCount + 3);
}
else if (capType == LineCapType.Round)
{
const int segments = 12; // 增加段数使圆形更平滑
float radius = lineWidth / 2f; // 半圆的半径等于线宽的一半。
// 添加扇形中心点。
vertexTemplate.position = center;
vertexTemplate.uv0 = new Vector2(0.5f, 0.5f); // 中心UV
vh.AddVert(vertexTemplate);
var centerVertIndex = currentVertCount;
currentVertCount++;
// 计算半圆弧的起始角度 (垂直向量的角度) 和每段的扫过角度。
float baseAngle = Mathf.Atan2(perpendicular.y, perpendicular.x);
float angleSweepStep = Mathf.PI / segments; // 180度 / 段数。
List<int> arcVerticesIndices = new List<int>();
// 遍历并添加半圆弧上的点。
for (int j = 0; j <= segments; j++)
{
float angle = baseAngle - (j * angleSweepStep); // 逆时针扫描。
Vector2 pointOnArc = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * radius;
vertexTemplate.position = center + pointOnArc;
// 计算相对中心的UV使纹理正确映射到圆形。
vertexTemplate.uv0 = new Vector2(0.5f + pointOnArc.x / (radius * 2), 0.5f + pointOnArc.y / (radius * 2));
vh.AddVert(vertexTemplate);
arcVerticesIndices.Add(currentVertCount);
currentVertCount++;
}
// 连接扇形中心和弧上的相邻点形成三角形,构成半圆形线头。
for (int j = 0; j < arcVerticesIndices.Count - 1; j++)
{
vh.AddTriangle(centerVertIndex, arcVerticesIndices[j], arcVerticesIndices[j + 1]);
}
}
}
/// <summary>
/// 将一个UI元素的世界坐标转换为此UILineRenderer的局部坐标并将其作为线条上的一个点添加。
/// </summary>
/// <param name="uiElement">要作为线条点的RectTransform UI元素。</param>
public void AppendUIElement(RectTransform uiElement)
{
Vector2 localPoint; // 转换后的局部坐标。
// 将UI元素的世界坐标转换为屏幕坐标再将屏幕坐标转换为当前UILineRenderer的局部坐标。
RectTransformUtility.ScreenPointToLocalPointInRectangle(
rectTransform, // 当前 UILineRenderer 的 RectTransform。
RectTransformUtility.WorldToScreenPoint(GetCanvasRenderCamera(), uiElement.position), // UI 元素的世界坐标转换为屏幕坐标。
GetCanvasRenderCamera(), // 使用正确的相机进行屏幕到局部坐标转换。
out localPoint // 输出的局部坐标。
);
// 添加转换后的局部坐标到点列表中。
points.Add(localPoint);
SetVerticesDirty(); // 标记UI网格需要重新生成。
}
/// <summary>
/// 将鼠标的当前位置作为线条的末端点。
/// 该方法支持对已有折线的末端点进行修改,也可用于绘制“橡皮筋”效果。
/// </summary>
public void SetMouse()
{
// 如果点列表为空,则无法设置鼠标位置为末端点,直接返回。
if (points.Count == 0)
{
return;
}
var mousePosition = Input.mousePosition; // 获取当前的鼠标屏幕坐标。
Vector2 localPoint;
// 将鼠标屏幕坐标转换为当前UILineRenderer的局部坐标。
RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, mousePosition, GetCanvasRenderCamera(), out localPoint);
if (points.Count == 1)
{
// 如果只有一个点,则将鼠标位置作为第二点添加到列表,形成第一条线段。
points.Add(localPoint);
}
else // points.Count >= 2
{
// 如果已有多个点,则更新列表中的最后一个点为鼠标位置。
points[points.Count - 1] = localPoint;
}
SetVerticesDirty(); // 标记UI网格需要重新生成。
}
/// <summary>
/// 设置线的宽度。
/// </summary>
/// <param name="width">线条的新宽度。</param>
public void SetWidth(float width)
{
LineWidth = width; // 调用公共属性,确保 SetVerticesDirty() 被调用。
}
/// <summary>
/// 设置线条的渐变颜色。
/// </summary>
/// <param name="newGradient">新的渐变色对象。</param>
public void SetGradient(Gradient newGradient)
{
// 仅当新的渐变色不同于当前渐变色时才进行更新。
if (newGradient != null && !newGradient.Equals(lineGradient))
{
lineGradient = newGradient;
SetVerticesDirty(); // 标记UI网格需要重新生成。
}
}
/// <summary>
/// 设置线条的起始和结束线头类型。
/// </summary>
/// <param name="startCapType">新的起始线头类型。</param>
/// <param name="endCapType">新的结束线头类型。</param>
public void SetCaps(LineCapType startCapType, LineCapType endCapType)
{
// 仅当线头类型发生改变时才更新。
if (startCap != startCapType || endCap != endCapType)
{
startCap = startCapType;
endCap = endCapType;
SetVerticesDirty(); // 标记UI网格需要重新生成。
}
}
/// <summary>
/// 重置此UILineRenderer组件的状态包括清空所有点、重置宽度、渐变色和线头类型。
/// </summary>
public void ResetSelf()
{
points.Clear(); // 清空所有线条点。
// 重置为默认的纯白色渐变。
lineGradient = new Gradient();
lineGradient.SetKeys(
new[] { new GradientColorKey(Color.white, 0f), new GradientColorKey(Color.white, 1f) },
new[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(1f, 1f) }
);
lineWidth = 5f; // 重置线条宽度为默认值。
startCap = LineCapType.None; // 重置线头类型为无。
endCap = LineCapType.None; // 重置线头类型为无。
SetVerticesDirty(); // 标记UI网格需要重新生成。
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: a7c56ce7d0f247639e5fff6ebba2edd6
timeCreated: 1757415509

View File

@ -26,7 +26,7 @@
<defName>TestGun</defName>
<attack>10</attack>
<defense>3</defense>
<attackSpeed>3</attackSpeed>
<attackSpeed>1</attackSpeed>
<attackRange>10</attackRange>
<attackTargetCount>1</attackTargetCount>
</AttributesDef>
@ -38,7 +38,7 @@
<!-- 引用属性定义 -->
<attributes>TestGun</attributes>
<type>Ranged</type>
<FPS>2</FPS>
<FPS>10</FPS>
<textures>
<li>TestGunItem</li>
</textures>
@ -54,7 +54,7 @@
<li>testGunAttackAnimation_8</li>
<li>testGunAttackAnimation_9</li>
</attackAnimation>
<attackDetectionTime>2.5</attackDetectionTime>
<attackDetectionTime>0.5</attackDetectionTime>
<maxStack>1</maxStack>
<rarity>Uncommon</rarity>
<attackDetectionTime>0.3</attackDetectionTime>

View File

@ -20,7 +20,7 @@
<affiliation>monster</affiliation>
<attributes>
<moveSpeed>1</moveSpeed>
<health>123</health>
<health>2</health> <!-- 123 -> approx 2 (round down) -->
</attributes>
<weapon>Claw</weapon>
<drawingOrder>
@ -46,7 +46,7 @@
<affiliation>monster</affiliation>
<attributes>
<moveSpeed>1</moveSpeed>
<health>123</health>
<health>2</health> <!-- 123 -> approx 2 (round down) -->
</attributes>
<weapon>TestGun</weapon>
<drawingOrder>
@ -72,8 +72,8 @@
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>4600</health>
<defense>100</defense>
<health>60</health> <!-- 4600 -> 60 (scaled) -->
<defense>10</defense> <!-- 100 -> 10 -->
<moveSpeed>2.5</moveSpeed>
</attributes>
<weapon>Weapon_MonsterA1</weapon>
@ -107,8 +107,8 @@
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>6000</health>
<defense>10</defense>
<health>80</health> <!-- 6000 -> 80 (scaled) -->
<defense>1</defense> <!-- 10 -> 1 -->
<moveSpeed>4</moveSpeed>
</attributes>
<weapon>Weapon_MonsterA2</weapon>
@ -142,8 +142,8 @@
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>5000</health>
<defense>400</defense>
<health>70</health> <!-- 5000 -> 70 (scaled) -->
<defense>40</defense> <!-- 400 -> 40 -->
<moveSpeed>1</moveSpeed>
</attributes>
<weapon>Weapon_MonsterB1</weapon>
@ -177,8 +177,8 @@
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>8000</health>
<defense>500</defense>
<health>100</health> <!-- 8000 -> 100 (scaled) -->
<defense>50</defense> <!-- 500 -> 50 -->
<moveSpeed>1.5</moveSpeed>
</attributes>
<weapon>Weapon_MonsterB2</weapon>
@ -212,8 +212,8 @@
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>22000</health>
<defense>800</defense>
<health>300</health> <!-- 22000 -> 300 (scaled) -->
<defense>80</defense> <!-- 800 -> 80 -->
<moveSpeed>1</moveSpeed>
</attributes>
<weapon>Weapon_MonsterC1</weapon>
@ -247,8 +247,8 @@
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>22000</health>
<defense>450</defense>
<health>300</health> <!-- 22000 -> 300 (scaled) -->
<defense>45</defense> <!-- 450 -> 45 -->
<moveSpeed>2</moveSpeed>
</attributes>
<weapon>Weapon_MonsterC2</weapon>
@ -283,8 +283,8 @@
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>6400</health>
<defense>50</defense>
<health>85</health> <!-- 6400 -> 85 (scaled) -->
<defense>5</defense> <!-- 50 -> 5 -->
<moveSpeed>2</moveSpeed>
</attributes>
<weapon>Weapon_MonsterD1</weapon>
@ -318,8 +318,8 @@
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>7200</health>
<defense>0</defense>
<health>95</health> <!-- 7200 -> 95 (scaled) -->
<defense>0</defense> <!-- 0 -> 0 (no change) -->
<moveSpeed>3</moveSpeed>
</attributes>
<weapon>Weapon_MonsterD2</weapon>
@ -353,8 +353,8 @@
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>6550</health>
<defense>240</defense>
<health>90</health> <!-- 6550 -> 90 (scaled) -->
<defense>24</defense> <!-- 240 -> 24 -->
<moveSpeed>3</moveSpeed>
</attributes>
<weapon>Weapon_MonsterE1</weapon>
@ -388,8 +388,8 @@
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>9120</health>
<defense>320</defense>
<health>120</health> <!-- 9120 -> 120 (scaled) -->
<defense>32</defense> <!-- 320 -> 32 -->
<moveSpeed>3</moveSpeed>
</attributes>
<weapon>Weapon_MonsterE2</weapon>
@ -423,8 +423,8 @@
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>42000</health>
<defense>770</defense>
<health>420</health> <!-- 42000 -> 420 (scaled) -->
<defense>70</defense> <!-- 770 -> 70 (scaled) -->
<moveSpeed>2</moveSpeed>
</attributes>
<weapon>Weapon_MonsterF1</weapon>
@ -458,8 +458,8 @@
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>48000</health>
<defense>560</defense>
<health>480</health> <!-- 48000 -> 480 (scaled) -->
<defense>50</defense> <!-- 560 -> 50 (scaled) -->
<moveSpeed>2</moveSpeed>
</attributes>
<weapon>Weapon_MonsterF2</weapon>
@ -494,8 +494,8 @@
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>4800</health>
<defense>66</defense>
<health>60</health> <!-- 4800 -> 60 (scaled) -->
<defense>7</defense> <!-- 66 -> 7 (scaled) -->
<moveSpeed>8</moveSpeed>
</attributes>
<weapon>Weapon_MaskMonster</weapon>
@ -529,8 +529,8 @@
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>9600</health>
<defense>132</defense>
<health>120</health> <!-- 9600 -> 120 (scaled) -->
<defense>13</defense> <!-- 132 -> 13 (scaled) -->
<moveSpeed>8</moveSpeed>
</attributes>
<weapon>Weapon_MaskMonsterElite</weapon>
@ -564,8 +564,8 @@
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>6666</health>
<defense>-66</defense>
<health>90</health> <!-- 6666 -> 90 (scaled) -->
<defense>-7</defense> <!-- -66 -> -7 (scaled) -->
<moveSpeed>0</moveSpeed>
</attributes>
<weapon>Weapon_HologramMonster</weapon>
@ -599,8 +599,8 @@
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>16666</health>
<defense>-166</defense>
<health>200</health> <!-- 16666 -> 200 (scaled) -->
<defense>-17</defense> <!-- -166 -> -17 (scaled) -->
<moveSpeed>0</moveSpeed>
</attributes>
<weapon>Weapon_HologramMonsterElite</weapon>
@ -634,8 +634,8 @@
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>5630</health>
<defense>78</defense>
<health>75</health> <!-- 5630 -> 75 (scaled) -->
<defense>8</defense> <!-- 78 -> 8 (scaled) -->
<moveSpeed>2</moveSpeed>
</attributes>
<weapon>Weapon_SnakeMonster</weapon>
@ -669,8 +669,8 @@
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>11260</health>
<defense>156</defense>
<health>150</health> <!-- 11260 -> 150 (scaled) -->
<defense>16</defense> <!-- 156 -> 16 (scaled) -->
<moveSpeed>2</moveSpeed>
</attributes>
<weapon>Weapon_SnakeMonsterElite</weapon>
@ -704,8 +704,8 @@
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>111</health>
<defense>1</defense>
<health>3</health> <!-- 111 -> 3 (scaled) -->
<defense>0</defense> <!-- 1 -> 0 (scaled) -->
<moveSpeed>11</moveSpeed>
</attributes>
<weapon>Weapon_RatMonster</weapon>
@ -739,8 +739,8 @@
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>222</health>
<defense>2</defense>
<health>5</health> <!-- 222 -> 5 (scaled) -->
<defense>0</defense> <!-- 2 -> 0 (scaled) -->
<moveSpeed>22</moveSpeed>
</attributes>
<weapon>Weapon_RatMonsterElite</weapon>