1.玩家打击敌人产生底色的变换
效果原理是利用Shader来给敌人添加一个材质Material(材质),在受到来自伤害的碰撞时去改变底色的值,同时还有设置底色回复到原来颜色的时间。
设置两个float来控制底色的显示时间
public float hurtLength;//显示时间
private float hurtCounter;//计时器
在碰撞事件发生时改变shader中控制底色的值边1,也就是变成全白
sp.material.SetFloat("_FlashAmount", 1);
同时给计时器赋予显示时间的值,同时在update()中使得计数器时间每帧都在不断变小直到小于0,当小于0时就将控制底色的值变为0也就是恢复原色;
hurtCounter = hurtLength;
if (hurtCounter <= 0)
{
sp.material.SetFloat("_FlashAmount", 0);
}
else
hurtCounter -= Time.deltaTime;
附上所用shader:
Shader "Sprites/DefaultColorFlash"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_FlashColor ("Flash Color", Color) = (1,1,1,1)
_FlashAmount ("Flash Amount",Range(0.0,1.0)) = 0.0
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Fog { Mode Off }
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile DUMMY PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
fixed4 _Color;
fixed4 _FlashColor;
float _FlashAmount;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : COLOR
{
fixed4 c = tex2D(_MainTex, IN.texcoord) * IN.color;
c.rgb = lerp(c.rgb,_FlashColor.rgb,_FlashAmount);
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
2.玩家打击敌人,敌人产生击退
同样在碰撞检测中调用。
获取碰撞时敌人和主角之间的方向向量,敌人的当前位置加上方向向量就实现了击退。
Vector2 difference = other.transform.position - transform.position;
other.transform.position = new Vector2(other.transform.position.x + difference.x
, other.transform.position.y + difference.y);
3.玩家打击敌人,镜头震动
挺复杂的没看懂,直接附上代码(也是在碰撞检测中调用)
using System.Collections;
using UnityEngine;
public class CameraController : MonoBehaviour
{
public IEnumerator CameraShake(float _maxTime,float _amount)
{
Vector3 originalPos = transform.localPosition;
float shakeTime = 0.0f;
while (shakeTime < _maxTime)
{
float x = Random.Range(-1f, 1f) * _amount;
float y = Random.Range(-1f, 1f) * _amount;
transform.localPosition = new Vector3(x, y, originalPos.z);
yield return new WaitForSeconds(0f);
}
}
}
效果图:
学习的视频:https://www.bilibili.com/video/BV1qt4y1U7aS