构造流体因子:创建一个空物体,挂载TrailRenderer组件,创建一个材质球,命名为Trail1,将其Shader设为Mobile/Particles/Additive,然后将下面所示的纹理图片赋值给Trail1,作为其的Particle Texture。
然后挂载FlowItem脚本,完整脚本如下所示:
流体因子类:FlowItem.cs
using UnityEngine;
public class FlowItem : MonoBehaviour {
public float DelayDestroy = 0.5f;
private bool _isFlowing = false;
private PipeFlow _pipeFlow;
private int _flowIndex = 0;
private int _nextIndex = 1;
private float _flowPosition = 0f;
private Coroutine _stopCoroutine;
private void Reset()
{
transform.position = _pipeFlow.FlowPath[0];
TrailRenderer[] trails = GetComponentsInChildren<TrailRenderer>();
for (int i = 0; i < trails.Length; i++)
{
trails[i].Clear();
}
ParticleSystem[] pss = GetComponentsInChildren<ParticleSystem>();
for (int i = 0; i < pss.Length; i++)
{
pss[i].SetParticles(null, 0);
}
}
private void Update()
{
if (_isFlowing)
{
_flowPosition += _pipeFlow.FlowSpeeds[_flowIndex];
transform.position = Vector3.Lerp(_pipeFlow.FlowPath[_flowIndex], _pipeFlow.FlowPath[_nextIndex], _flowPosition);
if (_flowPosition >= 1f)
{
if (_nextIndex >= _pipeFlow.FlowPath.Count - 1)
{
_isFlowing = false;
_stopCoroutine = StartCoroutine(PipeFlow.DelayExecute(() => {
Stop();
}, DelayDestroy));
}
else
{
_flowIndex += 1;
_nextIndex = _flowIndex + 1;
_flowPosition = 0f;
}
}
}
}
public void Shoot(PipeFlow pipeFlow)
{
_pipeFlow = pipeFlow;
Reset();
gameObject.SetActive(true);
_isFlowing = true;
_flowIndex = 0;
_nextIndex = 1;
_flowPosition = 0f;
if (_stopCoroutine != null)
{
StopCoroutine(_stopCoroutine);
_stopCoroutine = null;
}
}
public void Stop()
{
gameObject.SetActive(false);
_isFlowing = false;
if (!_pipeFlow.Items.Contains(this))
{
_pipeFlow.Items.Add(this);
}
if (_stopCoroutine != null)
{
StopCoroutine(_stopCoroutine);
_stopCoroutine = null;
}
}
}
最后将其做成预制体即可。
然后可以看下我TrailRenderer的属性设置,FlowItem的Delay Destroy属性为此流体因子延时消亡的时间,最好跟TrailRenderer的Time属性保持一致,这样的话才不会看到整条TrailRenderer突然消失的情况:
每一个流体因子携带一个拖尾渲染器,由PipeFlow根据其属性FlowInterval(间隔发射时间)进行持续发射(如果不是OnlyOnce模式),每一个流体因子从路径起点抵达路径终点的时间为FlowTime。
//PipeFlow.cs
public void Flow(Action endAction);
外部调用Flow方法为开启流体,参数endAction当第一个流体因子抵达管道路径终点时触发,可以为空。
因为TrailRenderer可以通过设置Corner Vertices(拐角处顶点数量)来自动圆角,所以不用考虑使用任何曲线算法,这样还能保证我们的路径点绝对的贴合管道,毕竟管道模型可能会有你意想不到的弯曲复杂度。
不过我们为了要保证流体在管道的每一个位置都保持相同速度流动,所以必须为每一个路段指定不同的流动速度。
管道流体实例类:PipeFlow.cs
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PipeFlow : MonoBehaviour {
public FlowItem ItemTemplate;
public float FlowTime = 1f;
public float FlowInterval = 0.5f;
public bool OnlyOnce = false;
[HideInInspector]
public List<Vector3> FlowPath = new List<Vector3>();
[HideInInspector]
public List<float> FlowSpeeds = new List<float>();
[HideInInspector]
public List<FlowItem> Items = new List<FlowItem>();
private bool _isInit = false;
private bool _isFlowing = false;
private float _flowInterval = 0f;
private Action _actionTrigger;
private Coroutine _actionCoroutine;
private void Awake()
{
if (!_isInit)
{
Init();
}
}
private void Init()
{
float tatol = 0f;
for (int i = 0; i < FlowPath.Count - 1; i++)
{
tatol += Vector3.Distance(FlowPath[i], FlowPath[i + 1]);
}
for (int i = 0; i < FlowPath.Count - 1; i++)
{
float dis = Vector3.Distance(FlowPath[i], FlowPath[i + 1]);
float time = dis / tatol * (FlowTime * 50);
FlowSpeeds.Add(1f / time);
}
_isInit = true;
}
private void Update()
{
if (_isFlowing)
{
_flowInterval += Time.deltaTime;
if (_flowInterval >= FlowInterval)
{
_flowInterval = 0f;
ShootItem();
if (OnlyOnce)
{
_isFlowing = false;
}
}
}
}
private void ShootItem()
{
if (Items.Count > 0)
{
Items[0].Shoot(this);
Items.RemoveAt(0);
}
else
{
GameObject item = Instantiate(ItemTemplate.gameObject);
item.transform.parent = transform;
item.GetComponent<FlowItem>().Shoot(this);
}
}
public void Flow(Action endAction)
{
if (FlowPath.Count < 2)
{
Debug.LogWarning("路径点数量必须大于等于2!");
return;
}
if (!ItemTemplate)
{
Debug.LogWarning("ItemTemplate不能为空!");
return;
}
if (!_isInit)
{
Init();
}
_isFlowing = true;
_flowInterval = FlowInterval;
_actionTrigger = endAction;
if (_actionCoroutine != null)
{
StopCoroutine(_actionCoroutine);
_actionCoroutine = null;
}
if (_actionTrigger != null)
{
_actionCoroutine = StartCoroutine(DelayExecute(_actionTrigger, FlowTime));
}
}
public void Stop()
{
_isFlowing = false;
if (_actionCoroutine != null)
{
StopCoroutine(_actionCoroutine);
_actionCoroutine = null;
}
FlowItem[] fis = transform.GetComponentsInChildren<FlowItem>();
foreach (FlowItem fi in fis)
{
fi.Stop();
}
}
public static IEnumerator DelayExecute(Action action, float delaySeconds)
{
yield return new WaitForSeconds(delaySeconds);
action();
}
}
该类的编辑器重写:PipeFlowEditor.cs
这个编辑器方法主要是实现在面板上可视化、自定义编辑炉体路径点功能,此类脚本不需要被挂载在某个物体上。
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(PipeFlow)), CanEditMultipleObjects]
public class PipeFlowEditor : Editor
{
private PipeFlow _pipeFlow;
private int _currentIndex = -1;
private bool _showInEditor = true;
private void OnEnable()
{
_pipeFlow = target as PipeFlow;
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
EditorGUILayout.BeginVertical("HelpBox");
EditorGUILayout.BeginHorizontal();
GUILayout.Label("FlowPath");
_showInEditor = GUILayout.Toggle(_showInEditor, "Show In Editor");
EditorGUILayout.EndHorizontal();
if (_showInEditor)
{
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("路径倒置", "ButtonLeft"))
{
if (EditorUtility.DisplayDialog("提示", "是否将整条路径倒置?", "是的", "我再想想"))
{
if (_pipeFlow.FlowPath.Count > 1)
{
_pipeFlow.FlowPath.Reverse();
}
}
}
if (GUILayout.Button("清空路径点", "ButtonRight"))
{
if (EditorUtility.DisplayDialog("提示", "是否清空路径点?", "是的", "我再想想"))
{
_pipeFlow.FlowPath.Clear();
_currentIndex = -1;
}
}
EditorGUILayout.EndHorizontal();
for (int i = 0; i < _pipeFlow.FlowPath.Count; i++)
{
EditorGUILayout.BeginHorizontal();
GUI.backgroundColor = _currentIndex == i ? Color.cyan : Color.white;
if (GUILayout.Button("path point" + (i + 1), "prebutton"))
{
_currentIndex = i;
Tools.current = Tool.None;
}
GUI.backgroundColor = Color.white;
if (GUILayout.Button("", "OL Minus", GUILayout.Width(16)))
{
_pipeFlow.FlowPath.RemoveAt(i);
_currentIndex = -1;
}
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("", "OL Plus", GUILayout.Width(16)))
{
if (_currentIndex != -1)
{
_pipeFlow.FlowPath.Add(_pipeFlow.FlowPath[_currentIndex]);
}
else
{
_pipeFlow.FlowPath.Add(new Vector3(0, 0, 0));
}
}
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.EndVertical();
}
private void OnSceneGUI()
{
if (_showInEditor)
{
Handles.color = Color.cyan;
if (_pipeFlow.FlowPath.Count > 0)
{
Handles.Label(_pipeFlow.FlowPath[0], "[" + _pipeFlow.transform.name + "]起点", "ErrorLabel");
}
if (_pipeFlow.FlowPath.Count > 1)
{
Handles.Label(_pipeFlow.FlowPath[_pipeFlow.FlowPath.Count - 1], "[" + _pipeFlow.transform.name + "]终点", "ErrorLabel");
}
for (int i = 0; i < _pipeFlow.FlowPath.Count; i++)
{
//每一个操作手柄添加位移功能
_pipeFlow.FlowPath[i] = Handles.PositionHandle(_pipeFlow.FlowPath[i], Quaternion.identity);
//重新为每一个操作手柄添加序号标签(i+1)可以在scene看到从1开始,与监视面板的“path point1”对应
Handles.Label(_pipeFlow.FlowPath[i] + new Vector3(0, 0.025f, 0), "[" + (i + 1) + "]", "ErrorLabel");
if (i < _pipeFlow.FlowPath.Count - 1)
Handles.DrawLine(_pipeFlow.FlowPath[i], _pipeFlow.FlowPath[i + 1]);
}
if (_currentIndex != -1)
{
_pipeFlow.FlowPath[_currentIndex] = Handles.PositionHandle(_pipeFlow.FlowPath[_currentIndex], Quaternion.identity);
}
}
}
}
创建好上面两个脚本类之后,然后在unity中创建一个空物体,挂载PipeFlow脚本,然后将上面所创建的流体因子赋值,设置好合适的时间参数,最后,搭建路径点即可。如图所示:
最后,再强调一下外部调用PipeFlow类里Flow()方法为开启流体,参数endAction当第一个流体因子抵达管道路径终点时触发,可以为空;调用PipeFlow里Stop()方法为停止流体。
效果图如下:
用到的素材如下:
实现步骤如下:
首先:创建一个Cube,然后将如下脚本挂载在Cube上,脚本如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UVMoves : MonoBehaviour
{
public float ScrollSpeed = 10;
public int countX = 1;
public float countY = 2;
private float offsetX = 0.0f;
private float offsetY = 0.0f;
// private GameObject singleTexSize;
// Use this for initialization
void Start()
{
float x_1 = 1.0f / countX;
float y_1 = 1.0f * countY;
GetComponent<Renderer>().material.mainTextureScale = new Vector2(x_1, y_1);
}
// Update is called once per frame
void Update()
{
}
private void FixedUpdate()
{
float frame = (Time.time * ScrollSpeed);
//offsetX = frame / countX;
//水平方向运动
//offsetY = -(frame - frame % countX) / countY / countX;
//offsetX = frame / countX;
//垂直方向运动
offsetY = frame / countY;
offsetX = -(frame - frame % countY) / countY / countX;
GetComponent<Renderer>().material.SetTextureOffset("_MainTex", new Vector2(offsetX, -offsetY));
}
}
然后,创建一个材质球,Shader类型选择为Unlit/Transparent,然后将箭头的图片素材赋值上去,如下图所示:
然后,将该材质赋值给创建的Cube上,即可。
原理:这种方法就是通过代码控制贴图的UV以一定的速度朝着一定的方向运动。
上述两种方法,过程都比较详细,素材资源也都提供了,基本上可以自行实现,如还不能实现的,可下载这个原工程文件:
https://download.csdn.net/download/qq_44718259/21749562?spm=1001.2014.3001.5501