Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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using UnityEngine;
using System.Collections;
public class CreateTrail : MonoBehaviour
{
public float startWidth = 0.5f;
public int maxCount = 5;
public float Height = 0f;
public float spreadSpeed = 1f;
private bool addSeg = false;
private int curCount = 0;
private Vector3[] verts = new Vector3[8];
private Vector3 iPos;
private Vector3 iiPos;
private bool init = false;
public class Segment
{
public Vector3 vertex1;//position of vertex1
public Vector3 vertex2;//position of vertex2
public Vector2 vertexUV1;//uv coordinates for vertex no1
public Vector2 vertexUV2;//uv coordinates for vertex no2
public Vector3 normal;//normal direction
public Segment(Vector3 v1, Vector3 v2, Vector2 uv1, Vector2 uv2, Vector3 norm)
{
vertex1 = v1;
vertex2 = v2;
normal = norm;
vertexUV1 = uv1;
vertexUV2 = uv2;
}
}
//move class
/*
IEnumerator Move ()
{
for (int f = 0; f <= curCount-2; f++)
{
//Vector3 v = verts[f+2];
verts[f+2] += transform.InverseTransformPoint(0, Height, Time.time);
yield return;
}
}
*/
// Update is called once per frame
void LateUpdate ()
{
Mesh mesh = GetComponent<MeshFilter>().mesh;
mesh.Clear();
//make segment
Segment thisSegment = new Segment(new Vector3(-startWidth/2, Height, 0),
new Vector3(startWidth/2, Height, 0),
new Vector2(0f, 0f),
new Vector2(0f, 1f),
new Vector3(0f, 1f, 0));
//make vertices
//curCount = verts.Length;
if(curCount < 2)
{
curCount += 2;
}if (addSeg == true)
{
curCount++;
addSeg = false;
}
//make normals
Vector3[] normals = new Vector3[8];
for (int i = 1; i <= curCount*2; i++)
{
normals[i-1] = thisSegment.normal;
}
//make UVs
//make Triangles
int[] tri = new int[18]
{
0,1,3,
0,3,2,
2,3,5,
5,4,2,
4,5,7,
7,6,4,
};
//move verts
//Move();
for (int f = 1; f <= curCount-1; f++)
{
Debug.Log(f + "iteration" + curCount + " howMany verts");
if(init == false){
iPos = transform.position;
}
verts[f*2] = transform.InverseTransformPoint(iPos.x-startWidth/2f, Height+f, -f*Time.time);
if(init == false){
iiPos = transform.position;
}
verts[f*2+1] = transform.InverseTransformPoint(iiPos.x+startWidth/2f, Height+f, -f*Time.time);
//yield return;
}init = true;
//make mesh
mesh.vertices = verts;
mesh.RecalculateBounds();
mesh.normals = normals;
mesh.triangles = tri;
}
}