테스트맵 몬스터 여러 마리

This commit is contained in:
Ino 2025-05-05 13:07:34 +09:00
parent 7ec4be113f
commit d550b0df47
7 changed files with 768 additions and 65 deletions

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View File

@ -3,10 +3,8 @@ using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TrailsFX;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.Rendering;
using UnityEngine.SceneManagement;
public class Actor : MyCoroutine
@ -18,6 +16,7 @@ public class Actor : MyCoroutine
protected NavMeshAgent m_NavMeshAgent;
protected BoxCollider m_BoxCollider;
protected AfterImageBase m_AfterImage;
eAnim _curanim;
protected eAnim CurAnim
{
@ -124,6 +123,8 @@ public class Actor : MyCoroutine
m_animation = GetComponent<Animator>();
arr_Renderer = GetComponentsInChildren<Renderer>();
arr_Effects = GetComponentsInChildren<TurnOff_GO>(true);
m_AfterImage = GetComponent<AfterImageBase>();
if (!DSUtil.CheckNull(m_AfterImage)) m_AfterImage.enabled = false;
for (int i = 0; i < 6; i++)
list_SkillData.Add(new ProjectileData { shooter = this });

View File

@ -4,7 +4,7 @@ using TMPro;
public class TM_MonsterSet : uScrollViewMgr
{
public TabUIBase m_Tab;
public TMP_InputField IF_SpwandID;
public TMP_InputField IF_SpwandID, IF_MobCount;
List<TabUIData> tabUIDatas = new List<TabUIData>
{
@ -30,4 +30,5 @@ public class TM_MonsterSet : uScrollViewMgr
}
public int Get_SpawnID() { return int.Parse(IF_SpwandID.text); }
public int Get_MobCount() { return int.Parse(IF_MobCount.text); }
}

View File

@ -1,3 +1,4 @@
using System.Collections.Generic;
using UnityEngine;
public class TestMapUIMgr : MonoBehaviourSingletonTemplate<TestMapUIMgr>
@ -8,7 +9,7 @@ public class TestMapUIMgr : MonoBehaviourSingletonTemplate<TestMapUIMgr>
public TM_MonsterSet m_TM_MonsterSet;
public GameObject[] gos_other; // 0 펫 체크
MobActor MobActor;
List<MobActor> list_MobActor = new List<MobActor>();
Vector3 MobPos = new Vector3(15, 0, 20);
bool ShowPet = true;
@ -46,21 +47,28 @@ public class TestMapUIMgr : MonoBehaviourSingletonTemplate<TestMapUIMgr>
public void MakeMob(MonsterTableData mobData)
{
if (!DSUtil.CheckNull(MobActor))
if (list_MobActor.Count > 0)
{
ActorInfo.Ins.Destroy_Mob();
ActorInfo.Ins.All_DelTarget();
MobActor = null;
list_MobActor.Clear();
}
AddrResourceMgr.Ins.LoadObject<GameObject>(mobData.s_MonsterPrefab, handle =>
{
MobActor = DSUtil.Get_Clone<MobActor>(handle.Result);
AddrResourceMgr.Ins.Set_AddressableReleaseSelf(MobActor.gameObject);
ActorInfo.Ins.Add_Actor(MobActor, eRole.Mob, m_TM_MonsterSet.Get_SpawnID(), mobData.s_MonsterPrefab);
for (int i = 0; i < m_TM_MonsterSet.Get_MobCount(); i++)
{
var ma = DSUtil.Get_Clone<MobActor>(handle.Result);
AddrResourceMgr.Ins.Set_AddressableReleaseSelf(ma.gameObject);
ActorInfo.Ins.Add_Actor(ma, eRole.Mob, m_TM_MonsterSet.Get_SpawnID(), mobData.s_MonsterPrefab);
MobActor.Set(true, null, null, m_TM_MonsterSet.Get_SpawnID(), false);
MobActor.Set(mobData, MobPos, null, 0);
MobActor.MagicID = 0;
ma.Set(true, null, null, m_TM_MonsterSet.Get_SpawnID(), false);
ma.Set(mobData,
DSUtil.RandomVector_Exception_y(MobPos.x - 1f, MobPos.x + 1f, 0f, MobPos.z - 1f, MobPos.z + 1f),
null, 0);
ma.MagicID = 0;
list_MobActor.Add(ma);
}
ToastUI.Ins.Set(174, "스폰 아이디 : " + m_TM_MonsterSet.Get_SpawnID());
m_TM_MonsterSet.OnClick_Back();

View File

@ -49,5 +49,9 @@ public sealed class MeshAfterImage : AfterImageBase
fader.Setup(TargetMeshFilterArray, _data, this);
}
private void OnDestroy()
{
Destroy(_faderContainer);
}
#endregion
}

View File

@ -24,9 +24,26 @@ public sealed class SkinnedMeshAfterImage : AfterImageBase
{
// 1. Target Meshes
if (_containChildrenMeshes)
TargetSmrArray = GetComponentsInChildren<SkinnedMeshRenderer>();
{
var all = GetComponentsInChildren<SkinnedMeshRenderer>();
var list = new List<SkinnedMeshRenderer>();
foreach (var smr in all)
{
if (smr.CompareTag("AfterImage"))
list.Add(smr);
}
TargetSmrArray = list.ToArray();
}
else
TargetSmrArray = new[] { GetComponent<SkinnedMeshRenderer>() };
{
var smr = GetComponent<SkinnedMeshRenderer>();
if (smr != null && smr.CompareTag("AfterImage"))
TargetSmrArray = new[] { smr };
else
TargetSmrArray = Array.Empty<SkinnedMeshRenderer>();
}
// 2. Queues
FaderWaitQueue = new Queue<AfterImageFaderBase>();
@ -47,7 +64,7 @@ public sealed class SkinnedMeshAfterImage : AfterImageBase
fader = faderGo.AddComponent<SkinnedMeshAfterImageFader>();
fader.Setup(TargetSmrArray, _data, this);
DSUtil.ChangeLayersRecursively(_faderContainer.transform, "Character");
DSUtil.ChangeLayersRecursively(_faderContainer.transform, "Actor");
m_CompleteAction?.Invoke(_faderContainer);
}

View File

@ -1,57 +1,72 @@
Shader "Custom/AfterImage"
Shader "Custom/AfterImage"
{
Properties
{
[HideInInspector] _Color("Color", Color) = (1,0,0,1)
[HideInInspector]_Alpha("Alpha", float) = 1
_RimLightMul("RimLightMul", Range(0, 10)) = 0.5
_RimLightPow("RimLightPow", Range(0, 10)) = 1.5
_Intensity("Intensity", Range(0, 10)) = 1
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent"}
LOD 200
Properties
{
_Color("Color", Color) = (1, 0, 0, 1)
_Alpha("Alpha", Float) = 1
_RimLightMul("RimLightMul", Range(0, 10)) = 0.5
_RimLightPow("RimLightPow", Range(0, 10)) = 1.5
_Intensity("Intensity", Range(0, 10)) = 1
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
LOD 100
CGPROGRAM
Pass
{
Name "FORWARD"
Tags { "LightMode" = "UniversalForward" }
#pragma surface surf NoLighting alpha:fade noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nofog nometa noforwardadd nolppv noshadowmask interpolateview
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 2.0
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
};
struct Input {
fixed3 viewDir;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float3 viewDirWS : TEXCOORD0;
float3 normalWS : TEXCOORD1;
};
fixed4 _Color;
fixed _RimLightMul;
fixed _RimLightPow;
float4 _Color;
float _Alpha;
float _RimLightMul;
float _RimLightPow;
float _Intensity;
half _Alpha;
float _Intensity;
Varyings vert(Attributes IN)
{
Varyings OUT;
float3 positionWS = TransformObjectToWorld(IN.positionOS.xyz);
float3 normalWS = TransformObjectToWorldNormal(IN.normalOS);
OUT.positionHCS = TransformWorldToHClip(positionWS);
OUT.viewDirWS = normalize(_WorldSpaceCameraPos - positionWS);
OUT.normalWS = normalize(normalWS);
return OUT;
}
void surf(Input IN, inout SurfaceOutput o) {
fixed NdotV = dot(IN.viewDir, o.Normal);
fixed3 RimLight = saturate(pow(((1 - NdotV) * _RimLightMul), _RimLightPow));
o.Albedo = _Color.rgb;
o.Alpha = saturate(_Alpha * RimLight);
}
fixed4 LightingNoLighting(SurfaceOutput s, fixed3 lightDir, fixed atten)
{
fixed4 c;
c.rgb = s.Albedo + _Intensity;
c.a = s.Alpha;
return c;
}
ENDCG
}
FallBack ""
half4 frag(Varyings IN) : SV_Target
{
float NdotV = saturate(dot(IN.normalWS, IN.viewDirWS));
float rim = pow((1.0 - NdotV) * _RimLightMul, _RimLightPow);
float3 color = _Color.rgb + _Intensity;
float alpha = saturate(_Alpha * rim * _Color.a);
return float4(color, alpha);
}
ENDHLSL
}
}
FallBack Off
}