테스트맵 몬스터 여러 마리
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@ -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 });
|
||||
|
|
|
|||
|
|
@ -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); }
|
||||
}
|
||||
|
|
@ -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();
|
||||
}
|
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AddrResourceMgr.Ins.LoadObject<GameObject>(mobData.s_MonsterPrefab, handle =>
|
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{
|
||||
MobActor = DSUtil.Get_Clone<MobActor>(handle.Result);
|
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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);
|
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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();
|
||||
|
|
|
|||
|
|
@ -49,5 +49,9 @@ public sealed class MeshAfterImage : AfterImageBase
|
|||
fader.Setup(TargetMeshFilterArray, _data, this);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
Destroy(_faderContainer);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
|
@ -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);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue