M4枪 射击特效
Gun.js源码
function GenerateGraphicStuff(hit : RaycastHit)
{
var hitType : HitType;
var body : Rigidbody = hit.collider.rigidbody;
if(body == null)
{
if(hit.collider.transform.parent != null)
{
body = hit.collider.transform.parent.rigidbody;
}
}
if(body != null)
{
if(body.gameObject.layer != 10 && !body.gameObject.name.ToLower().Contains("door"))
{
body.isKinematic = false;
}
if(!body.isKinematic)
{
var direction : Vector3 = hit.collider.transform.position - weaponTransformReference.position;
body.AddForceAtPosition(direction.normalized * pushPower, hit.point, ForceMode.Impulse);
}
}
var go : GameObject;
var delta : float = -0.02;
var hitUpDir : Vector3 = hit.normal;
var hitPoint : Vector3 = hit.point + hit.normal * delta;
switch(hit.collider.tag)
{
case "wood":
hitType = HitType.WOOD;
go = GameObject.Instantiate(woodParticle, hitPoint, Quaternion.FromToRotation(Vector3.up, hitUpDir)) as GameObject;
break;
case "metal":
hitType = HitType.METAL;
go = GameObject.Instantiate(metalParticle, hitPoint, Quaternion.FromToRotation(Vector3.up, hitUpDir)) as GameObject;
break;
case "car":
hitType = HitType.METAL;
go = GameObject.Instantiate(metalParticle, hitPoint, Quaternion.FromToRotation(Vector3.up, hitUpDir)) as GameObject;
break;
case "concrete":
hitType = HitType.CONCRETE;
go = GameObject.Instantiate(concreteParticle, hitPoint, Quaternion.FromToRotation(Vector3.up, hitUpDir)) as GameObject;
break;
case "dirt":
hitType = HitType.CONCRETE;
go = GameObject.Instantiate(sandParticle, hitPoint, Quaternion.FromToRotation(Vector3.up, hitUpDir)) as GameObject;
break;
case "sand":
hitType = HitType.CONCRETE;
go = GameObject.Instantiate(sandParticle, hitPoint, Quaternion.FromToRotation(Vector3.up, hitUpDir)) as GameObject;
break;
case "water":
go = GameObject.Instantiate(waterParticle, hitPoint, Quaternion.FromToRotation(Vector3.up, hitUpDir)) as GameObject;
break;
default:
return;
}
go.layer = hit.collider.gameObject.layer;
if(hit.collider.renderer == null) return;
if(timerToCreateDecal < 0.0 && hit.collider.tag != "water")
{
go = GameObject.Instantiate(bulletMark, hit.point, Quaternion.FromToRotation(Vector3.forward, -hit.normal));
var bm : BulletMarks = go.GetComponent("BulletMarks");
bm.GenerateDecal(hitType, hit.collider.gameObject);
timerToCreateDecal = 0.02;
}
}
分析
根据枪射击到不同的材质,实例化不同的特效
子弹打到的痕迹
子弹打在材质上表面留下的痕迹:贴花系统,没怎么看明白,Decal System
文档资料
http://game.ceeger.com/Components/shader-NormalDecal.html
http://docs.unity3d.com/Documentation/ScriptReference/RaycastHit-textureCoord.html
BulletMarks.js 重点代码
#pragma strict
#pragma implicit
#pragma downcast
enum HitType
{
CONCRETE,
WOOD,
METAL,
OLD_METAL,
GLASS,
GENERIC
}
class BulletMarks extends MonoBehaviour
{
public var concrete : Texture2D[];
public var wood : Texture2D[];
public var metal : Texture2D[];
public var oldMetal : Texture2D[];
public var glass : Texture2D[];
public var generic : Texture2D[];
public function GenerateDecal(type : HitType, go : GameObject)
{
var useTexture : Texture2D;
var random : int;
switch(type)
{
case HitType.GENERIC:
if(generic == null) return;
if(generic.Length == 0) return;
random = Random.Range(0, generic.Length);
useTexture = generic[random];
break;
.......
default:
if(wood == null) return;
if(wood.Length == 0) return;
random = Random.Range(0, wood.Length);
useTexture = wood[random];
return;
}
transform.Rotate(new Vector3(0, 0, Random.Range(-180.0, 180.0)));
Decal.dCount++;
var d : Decal = gameObject.GetComponent("Decal");
d.affectedObjects = new GameObject[1];
d.affectedObjects[0] = go;
d.decalMode = DecalMode.MESH_COLLIDER;
d.pushDistance = 0.009 + BulletMarkManager.Add(gameObject);
var m : Material = new Material(d.decalMaterial);
m.mainTexture = useTexture;
d.decalMaterial = m;
d.CalculateDecal();
d.transform.parent = go.transform;
}