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b/Assets/Res_Addr/Mobs/FieldBoss/Minotos.prefab @@ -12,7 +12,7 @@ GameObject: - component: {fileID: 1436972398581313100} - component: {fileID: 1582436427488657469} m_Layer: 3 - m_Name: Particle Fire_Smoke + m_Name: Particle Fire_Smoke tail m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 @@ -4854,7 +4854,7 @@ GameObject: - component: {fileID: 7973233429037247987} - component: {fileID: 3917714767597099693} m_Layer: 3 - m_Name: Particle Fire_Smoke + m_Name: Particle Fire_Smoke mouth m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 @@ -9970,6 +9970,7 @@ MonoBehaviour: m_animation: {fileID: 0} _target: {fileID: 0} isTarget: 0 + m_HUDUI: {fileID: 0} tf_MeeleAttackPos: {fileID: 8337575511852820935} MagicID: 0 HealCount: 0 diff --git a/Assets/Script/Character/Mob/MobActor.cs b/Assets/Script/Character/Mob/MobActor.cs index 726ec7b70..112f8c8a6 100644 --- a/Assets/Script/Character/Mob/MobActor.cs +++ b/Assets/Script/Character/Mob/MobActor.cs @@ -25,6 +25,9 @@ public class MobActor : Actor bool useMeeleAttackPos; bool isNSLDMob; protected List list_summon = new List(); + + protected Dictionary dic_mainMat = new Dictionary(); + protected Dictionary dic_dissolveMat = new Dictionary(); protected override void Start() { @@ -33,10 +36,23 @@ public class MobActor : Actor m_NoSeeLongDMob = GetComponent(); isNSLDMob = !DSUtil.CheckNull(m_NoSeeLongDMob); useMeeleAttackPos = !DSUtil.CheckNull(tf_MeeleAttackPos); + + for (int i = 0; i < arr_Renderer.Length; i++) + { + dic_mainMat.Add(arr_Renderer[i].name, arr_Renderer[i].material); + dic_dissolveMat.Add(arr_Renderer[i].name, new Material(InGameInfo.Ins.mat_Dissolve)); + dic_dissolveMat[arr_Renderer[i].name].mainTexture = arr_Renderer[i].material.mainTexture; + } } public override void Set(bool isEnemy, Actor owner, ServerData sdata, int _id, bool _stop, bool _ui = false) { + if (dic_mainMat.Count > 0) + { + for (int i = 0; i < arr_Renderer.Length; i++) + arr_Renderer[i].material = dic_mainMat[arr_Renderer[i].name]; + } + base.Set(isEnemy, owner, sdata, _id, _stop); m_PatrolTime = 0f; @@ -429,6 +445,23 @@ public class MobActor : Actor sdata.Add_MissionCount(ePurpose.KILL_MONSTER_ACC); } base.Set_Die(); + + StartCoroutine(Co_Dissolve()); + } + IEnumerator Co_Dissolve() + { + yield return new WaitForSeconds(0.5f); + for (int i = 0; i < arr_Renderer.Length; i++) + arr_Renderer[i].material = dic_dissolveMat[arr_Renderer[i].name]; + + float prog = 1f; + while (prog > 0f) + { + yield return null; + prog -= Time.deltaTime * 0.5f; + for (int i = 0; i < arr_Renderer.Length; i++) + arr_Renderer[i].sharedMaterial.SetFloat("_Progress", prog); + } } protected override void After_Die() { diff --git a/Assets/Script/Info/InGameInfo.cs b/Assets/Script/Info/InGameInfo.cs index 6b6ed56ca..9c913db9a 100644 --- a/Assets/Script/Info/InGameInfo.cs +++ b/Assets/Script/Info/InGameInfo.cs @@ -11,6 +11,7 @@ public partial class InGameInfo : MyCoroutine public static InGameInfo Ins; public SceneInfo m_SceneInfo; public 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argValue = new string[] { name1, name2 }; + } + + public HideIfDisabledDrawer(string name1, string name2, string name3) + { + argValue = new string[] { name1, name2, name3 }; + } + + public HideIfDisabledDrawer(string name1, string name2, string name3, string name4) + { + argValue = new string[] { name1, name2, name3, name4 }; + } + + //------------------------------------------------------------------------------------------------- + + public override void OnGUI(Rect position, MaterialProperty prop, string label, MaterialEditor editor) + { + bElementHidden = false; + for (int i = 0; i < editor.targets.Length; i++) + { + //material object that we're targetting... + Material mat = editor.targets[i] as Material; + if (mat != null) + { + //check for the dependencies: + for (int j = 0; j < argValue.Length; j++) + bElementHidden |= !mat.IsKeywordEnabled(argValue[j]); + } + } + + if (!bElementHidden) + editor.DefaultShaderProperty(prop, label); + } + + //We need to override the height so it's not adding any extra (unfortunately texture drawers will still add an extra bit of padding regardless): + public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor) + { + //@TODO: manually standardise element compaction + // float height = base.GetPropertyHeight (prop, label, editor); + // return bElementHidden ? 0.0f : height-16; + + return 0; + } + +} +#endif \ No newline at end of file diff --git a/Assets/ThirdParty/Dissolve Edge by Moonflower Carnivore/Scripts/HideIfDisabledDrawer.cs.meta b/Assets/ThirdParty/Dissolve Edge by Moonflower Carnivore/Scripts/HideIfDisabledDrawer.cs.meta new file mode 100644 index 000000000..bdadd1fc4 --- /dev/null +++ b/Assets/ThirdParty/Dissolve Edge by Moonflower Carnivore/Scripts/HideIfDisabledDrawer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d159eab327129754bbadcc7de8de67c2 +timeCreated: 1497094568 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + 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@@ +Shader "MoonflowerCarnivore/Dissolve Edge" +{ + Properties + { + [Enum(Off,0,Front,1,Back,2)] _CullMode ("Culling Mode", int) = 0 + [Enum(Off,0,On,1)] _ZWrite("ZWrite", int) = 0 + _Progress("Progress",Range(0,1)) = 0 + _MainTex("Main Texture", 2D) = "white" {} + _DissolveTex("Dissolve Texture", 2D) = "white" {} + _Edge("Edge",Range(0.01,0.5)) = 0.01 + + [Header(Edge Color)] + [Toggle(EDGE_COLOR)] _UseEdgeColor("Edge Color?", Float) = 1 + [HideIfDisabled(EDGE_COLOR)][NoScaleOffset] _EdgeAroundRamp("Edge Ramp", 2D) = "white" {} + [HideIfDisabled(EDGE_COLOR)]_EdgeAround("Edge Color Range",Range(0,0.5)) = 0 + [HideIfDisabled(EDGE_COLOR)]_EdgeAroundPower("Edge Color Power",Range(1,5)) = 1 + [HideIfDisabled(EDGE_COLOR)]_EdgeAroundHDR("Edge Color HDR",Range(1,3)) = 1 + [HideIfDisabled(EDGE_COLOR)]_EdgeDistortion("Edge Distortion",Range(0,1)) = 0 + } + SubShader + { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + + Pass + { + Blend SrcAlpha OneMinusSrcAlpha //Alpha Blend + Cull[_CullMode] Lighting Off ZWrite[_ZWrite] + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature EDGE_COLOR + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + fixed4 color : COLOR; + }; + + struct v2f + { + float2 uv : TEXCOORD0; + float2 uv3 : TEXCOORD3; + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + }; + + sampler2D _MainTex; + sampler2D _DissolveTex; + float4 _MainTex_ST; + float4 _DissolveTex_ST; + fixed _Edge; + fixed _Progress; + + #ifdef EDGE_COLOR + sampler2D _EdgeAroundRamp; + fixed _EdgeAround; + float _EdgeAroundPower; + float _EdgeAroundHDR; + fixed _EdgeDistortion; + #endif + + v2f vert (appdata v) + { + v2f o; + + o.vertex = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.uv3 = TRANSFORM_TEX(v.uv, _DissolveTex); + o.color = v.color; + o.color.a *= _Progress; + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + fixed4 col = tex2D(_DissolveTex, i.uv3); + fixed x = col.r; + fixed progress = i.color.a; + + //Edge + fixed edge = lerp( x + _Edge, x - _Edge, progress); + fixed alpha = smoothstep( progress + _Edge, progress - _Edge, edge); + + #ifdef EDGE_COLOR + //Edge Around Factor + fixed edgearound = lerp( x + _EdgeAround, x - _EdgeAround, progress); + edgearound = smoothstep( progress + _EdgeAround, progress - _EdgeAround, edgearound); + edgearound = pow(edgearound, _EdgeAroundPower); + + //Edge Around Distortion + fixed avoid = 0.15f; + fixed distort = edgearound*alpha*avoid; + float2 cuv = lerp( i.uv, i.uv + distort - avoid, progress * _EdgeDistortion); + col = tex2D(_MainTex, cuv); + col.rgb *= i.color.rgb; + + //Edge Around Color + fixed3 ca = tex2D(_EdgeAroundRamp, fixed2(1-edgearound, 0)).rgb; + ca = (col.rgb + ca)*ca*_EdgeAroundHDR; + col.rgb = lerp( ca, col.rgb, edgearound); + #else + col = tex2D(_MainTex, i.uv); + col.rgb *= i.color.rgb; + #endif + + col.a *= alpha; + + + return col; + 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There is only one shader. Properties on material are: + +1. Culling Mode +OFF if you want to render both front and back faces. + +2. ZWrite +Normally should be ON for opaque objects, OFF for transparent objects, e.g. particle system. + +3. Progress +Dissolve from original to invisible (alpha) + +4. Main Texture +Normally is the diffuse texture. + +5. Dissolve Texture +A black and white texture defining how the main texture is being dissolved. + +6. Edge +How soft you want the edge to be + +7. Edge Color +- Ramp: Use a gradient texture to define the edge colors +- Range: How soft +- Power: Intensity of the colors +- HDR*: Please apply bloom postprocessing effect to see this effect +- Distortion: The intensity of distortion on the edge + + + + + + +Moonflower Carnivore +moonflowercarnivore@gmail.com +https://www.assetstore.unity3d.com/en/#!/search/page=1/sortby=popularity/query=publisher:12261 +https://www.facebook.com/MoonflowerCarnivore \ No newline at end of file diff --git a/Assets/ThirdParty/Dissolve Edge by Moonflower Carnivore/readme_DissolveEdge.txt.meta b/Assets/ThirdParty/Dissolve Edge by Moonflower Carnivore/readme_DissolveEdge.txt.meta new file mode 100644 index 000000000..922e5d447 --- /dev/null +++ b/Assets/ThirdParty/Dissolve Edge by Moonflower Carnivore/readme_DissolveEdge.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5d585d793c7f1134ebcfb493efa4184f +timeCreated: 1438387706 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: