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调整拖尾和弓箭摄像机路线

slambb 2 months ago
parent
commit
5a058f5c8f

+ 0 - 26
Assets/AddressableAssetsData/link.xml

@@ -1,26 +0,0 @@
-<linker>
-  <assembly fullname="Unity.Addressables, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" preserve="all">
-    <type fullname="UnityEngine.AddressableAssets.Addressables" preserve="all" />
-  </assembly>
-  <assembly fullname="Unity.Localization, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
-    <type fullname="UnityEngine.Localization.Locale" preserve="all" />
-    <type fullname="UnityEngine.Localization.Tables.SharedTableData" preserve="all" />
-    <type fullname="UnityEngine.Localization.Tables.StringTable" preserve="all" />
-    <type fullname="UnityEngine.Localization.LocaleIdentifier" preserve="nothing" serialized="true" />
-    <type fullname="UnityEngine.Localization.Metadata.MetadataCollection" preserve="nothing" serialized="true" />
-    <type fullname="UnityEngine.Localization.Tables.DistributedUIDGenerator" preserve="nothing" serialized="true" />
-    <type fullname="UnityEngine.Localization.Tables.SharedTableData/SharedTableEntry" preserve="nothing" serialized="true" />
-    <type fullname="UnityEngine.Localization.Metadata.SmartFormatTag" preserve="nothing" serialized="true" />
-    <type fullname="UnityEngine.Localization.Tables.TableEntryData" preserve="nothing" serialized="true" />
-  </assembly>
-  <assembly fullname="Unity.ResourceManager, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" preserve="all">
-    <type fullname="UnityEngine.ResourceManagement.ResourceProviders.AssetBundleProvider" preserve="all" />
-    <type fullname="UnityEngine.ResourceManagement.ResourceProviders.BundledAssetProvider" preserve="all" />
-    <type fullname="UnityEngine.ResourceManagement.ResourceProviders.InstanceProvider" preserve="all" />
-    <type fullname="UnityEngine.ResourceManagement.ResourceProviders.LegacyResourcesProvider" preserve="all" />
-    <type fullname="UnityEngine.ResourceManagement.ResourceProviders.SceneProvider" preserve="all" />
-  </assembly>
-  <assembly fullname="UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null">
-    <type fullname="UnityEngine.Object" preserve="all" />
-  </assembly>
-</linker>

+ 0 - 7
Assets/AddressableAssetsData/link.xml.meta

@@ -1,7 +0,0 @@
-fileFormatVersion: 2
-guid: 7c0677fc1a7d18847abf123b45d24814
-TextScriptImporter:
-  externalObjects: {}
-  userData: 
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+ 4 - 1
Assets/BowArrow/Scripts/Game/ArmBow.cs

@@ -42,7 +42,10 @@ public class ArmBow : MonoBehaviour
     /// </summary>
     [Tooltip("相机相对箭的偏移量(Y 是目标靶叠加值 目标Y + Y = 相机高度)")]
     [SerializeField]
-    public Vector3 offsetFromArrow = new Vector3(0, 0.8f, -2.2f);
+    public Vector3 offsetFromArrow = new Vector3(0, 0.75f, -3.5f);
+    [Tooltip("没有射中目标靶的时候,给定一个跟随差值")]
+    [SerializeField]
+    public Vector3 offsetFromArrowTemp = new Vector3(0, 0.75f, -6.5f);
     [Tooltip("相机与目标之间的最小停止距离")]
     [SerializeField]
     public float stopDistanceToTarget = 4f; // 相机与目标之间的最小停止距离(XZ 平面)

+ 6 - 5
Assets/BowArrow/Scripts/Game/Arrow.cs

@@ -333,17 +333,18 @@ public class Arrow : MonoBehaviour
     }
     void FlyTimeOut()
     {
-        Destroy(gameObject);
-
-        if (arrowCameraComp != null) {
+        if (arrowCameraComp != null)
+        {
             var targetLock = arrowCameraComp.arrowCameraTemplate as ArrowCameraTemplate_targetLock;
             if (targetLock != null && !targetLock.IsDeleting)
             {
                 // 删除弓箭相机,因为Lock目标靶的情况下 会脱离弓箭
-                Destroy(arrowCameraComp);
+                Destroy(arrowCameraComp.gameObject);
             }
         }
-      
+
+        Destroy(gameObject);
+
         GameMgr.ins.gameMode.HitTarget(0);
         AudioMgr.ins.PlayCheer(false);
         nextShoot();

+ 71 - 16
Assets/BowArrow/Scripts/Game/ArrowCamera.cs

@@ -34,7 +34,8 @@ public class ArrowCamera : MonoBehaviour
             }
             else {
                 //射空就使用之前的镜头
-                arrowCameraTemplate = new ArrowCameraTemplate1(this);
+                //arrowCameraTemplate = new ArrowCameraTemplate1(this);
+                arrowCameraTemplate = new ArrowCameraTemplate_targetLock(this, TargetBody.ins.transform,false);
             }
       
             //if ((isArrowSync && arrowSync.canUseSideCamera) || (!isArrowSync && arrow.canUseSideCamera)) {
@@ -292,6 +293,7 @@ class ArrowCameraTemplate_targetLock : ArrowCameraTemplate
 
     private bool cameraStopped = false; // 标记相机是否已停止(到达目标附近后停止更新位置)
     private Transform target;           // 被锁定的目标(通常是靶心)
+    private bool isFollowTarget = true;
 
     /// <summary>
     /// 相机相对箭的偏移量
@@ -305,25 +307,29 @@ class ArrowCameraTemplate_targetLock : ArrowCameraTemplate
 
     private float totalDist = 0f; // 初始相机与目标之间的水平总距离(用于计算进度)
 
+
     // 调节参数
     private const float extraSpeedMax = 100f; // 相机在箭方向上的额外冲击速度最大值(越大越“冲”)
     private const float minLerpSpeed = 2f;    // 插值时的最小速度(进度小的时候)
     private const float maxLerpSpeed = 10f;   // 插值时的最大速度(进度接近 1 时)
 
-    public ArrowCameraTemplate_targetLock(ArrowCamera arrowCamera, Transform target) : base(arrowCamera)
+    public ArrowCameraTemplate_targetLock(ArrowCamera arrowCamera, Transform target,bool followTarget = true) : base(arrowCamera)
     {
         //在 ArmBow.ins 调试参数
-        offsetFromArrow = ArmBow.ins.offsetFromArrow;
+        offsetFromArrow = followTarget? ArmBow.ins.offsetFromArrow : ArmBow.ins.offsetFromArrowTemp;
         stopDistanceToTarget = ArmBow.ins.stopDistanceToTarget;
 
         this.target = target;
+        this.isFollowTarget = followTarget;
 
         Transform cameraT = arrowCamera.transform;
         Transform arrowT = arrowCamera.isArrowSync ? arrowCamera.arrowSync.transform : arrowCamera.arrow.transform;
 
+
         // 相机初始位置(箭位置 + 偏移,锁定 Y 高度)
         Vector3 offsetPos = arrowT.position + arrowT.TransformDirection(offsetFromArrow);
         offsetPos.y = target.position.y + offsetFromArrow.y;
+        offsetPos.x = target.position.x;
         cameraT.position = offsetPos;
 
         // 记录初始总路程(XZ 平面,不考虑高度差)
@@ -357,30 +363,77 @@ class ArrowCameraTemplate_targetLock : ArrowCameraTemplate
                     1f - (distToTarget - stopDistanceToTarget) / (totalDist - stopDistanceToTarget)
                 );
 
+                //Vector3 arrowScreenPos = cameraT.GetComponent<Camera>().WorldToViewportPoint(arrowT.position);
+                //bool isFollow = true;
+                //// 如果箭接近屏幕边缘,就往后退
+                //if (arrowScreenPos.x < -0.13f || arrowScreenPos.x > 1f ||
+                //    arrowScreenPos.y < -0.13f || arrowScreenPos.y > 1f)
+                //{
+                //    //UnityEditor.EditorApplication.isPaused = true;
+                //    // offsetFromArrow.z =  ArmBow.ins.offsetFromArrow.z - 2;
+                //    // 用 Lerp 平滑过渡
+                //    //float targetZ = ArmBow.ins.offsetFromArrow.z - 4f;
+                //   // offsetFromArrow.z = Mathf.Lerp(offsetFromArrow.z, targetZ, Time.deltaTime * 2f);
+
+                //    Debug.Log("箭离开屏幕!" + offsetFromArrow);
+                //    isFollow = false;
+                //}
+                //else
+                //{
+                //    //offsetFromArrow.z = ArmBow.ins.offsetFromArrow.z;
+                //    isFollow = true;
+                //}
+
                 // 用缓动曲线计算归一化进度(决定移动节奏)
                 float easedT = ArmBow.ins.customCurveCamera.Evaluate(progress);
 
                 // 箭位置 + 偏移(相机保持与箭的相对位置,并锁定到目标的高度)
                 Vector3 offsetPos = arrowT.position + arrowT.TransformDirection(offsetFromArrow);
-                offsetPos.y = target.position.y + offsetFromArrow.y;
+                //offsetPos.y = target.position.y + offsetFromArrow.y;
+                offsetPos.x = target.position.x;
 
-                // 箭的水平前进方向(忽略 y 分量)
-                Vector3 arrowDirXZ = new Vector3(arrowT.forward.x, 0f, arrowT.forward.z).normalized;
+                if (this.isFollowTarget)
+                {
+                    // 箭的水平前进方向(忽略x, y 分量)arrowT.forward.x
+                    Vector3 arrowDirXZ = new Vector3(0f, 0f, arrowT.forward.z).normalized;
 
-                // 相机额外的位移偏移量(随 easedT 增强,越靠近目标越快)
-                Vector3 extraOffset = arrowDirXZ * Mathf.Lerp(0f, extraSpeedMax, easedT) * Time.deltaTime;
+                    // 相机额外的位移偏移量(随 easedT 增强,越靠近目标越快)
+                    Vector3 extraOffset = arrowDirXZ * Mathf.Lerp(0f, extraSpeedMax, easedT) * Time.deltaTime;
 
-                // 最终目标位置 = 箭偏移位置 + 额外速度偏移
-                Vector3 targetPos = offsetPos + extraOffset;
+                    // 最终目标位置 = 箭偏移位置 + 额外速度偏移
+                    Vector3 targetPos = offsetPos + extraOffset;
+
+                    // 相机向目标位置平滑插值(随曲线加速)
+                    float speedFactor = Mathf.Lerp(minLerpSpeed, maxLerpSpeed, easedT);
+                    cameraT.position = Vector3.Lerp(cameraT.position, targetPos, Time.deltaTime * speedFactor);
+                }
+                else {
 
-                // 相机向目标位置平滑插值(随曲线加速)
-                float speedFactor = Mathf.Lerp(minLerpSpeed, maxLerpSpeed, easedT);
-                cameraT.position = Vector3.Lerp(cameraT.position, targetPos, Time.deltaTime * speedFactor);
+                    // 最终目标位置 = 箭偏移位置 
+                    //offsetPos.z = arrowT.position.z - 5;
 
-//#if UNITY_EDITOR
-//                Debug.Log($"progress:{progress:F2}, easedT:{easedT:F2}, speed:{speedFactor:F2}, extra:{extraOffset}");
-//#endif
+                    // 箭的水平前进方向(忽略 y 分量)arrowT.forward.x
+                    //Vector3 arrowDirXZ = new Vector3(0f, 0f, arrowT.forward.z).normalized;
+
+                    // 相机额外的位移偏移量(随 easedT 增强,越靠近目标越快)
+                    // Vector3 extraOffset = arrowDirXZ * Mathf.Lerp(0f, extraSpeedMax, easedT) * Time.deltaTime;
+
+                    // 最终目标位置 = 箭偏移位置 + 额外速度偏移
+                    //Vector3 targetPos = offsetPos + extraOffset;
+                    // 相机向目标位置平滑插值(随曲线加速)
+                    //float speedFactor = Mathf.Lerp(minLerpSpeed, maxLerpSpeed, easedT);
+                    cameraT.position = offsetPos;// Vector3.Lerp(cameraT.position, targetPos, Time.deltaTime * speedFactor);
+                }
+                // 最后强制 y = 靶子高度,不受lerp影响
+                Vector3 fixedPos = cameraT.position;
+                fixedPos.y = target.position.y + offsetFromArrow.y;
+                cameraT.position = fixedPos;
+
+                //#if UNITY_EDITOR
+                //                Debug.Log($"progress:{progress:F2}, easedT:{easedT:F2}, speed:{speedFactor:F2}, extra:{extraOffset}");
+                //#endif
             }
+ 
         }
 
         // 命中处理(箭命中目标后,1.5 秒后销毁相机对象)
@@ -389,6 +442,8 @@ class ArrowCameraTemplate_targetLock : ArrowCameraTemplate
         {
             if (isDeleting) return;
             isDeleting = true;
+
+            cameraStopped = true;
             Sequence seq = DOTween.Sequence();
             seq.AppendInterval(1.5f);
             seq.AppendCallback(() =>

+ 1 - 1
Assets/FineArts/ArrowNewEffect/Materials/New Material.mat

@@ -41,7 +41,7 @@ Material:
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
     - _MainTex:
-        m_Texture: {fileID: 2800000, guid: 27b5ff0a27e05f9438001ae8061dec45, type: 3}
+        m_Texture: {fileID: 2800000, guid: 5a4f44e64da76fd41ab15ffe2c0be872, type: 3}
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
     - _MetallicGlossMap:

+ 27 - 18
Assets/FineArts/ArrowNewEffect/Prefabs/guadiantuowei.prefab

@@ -27,7 +27,7 @@ Transform:
   m_GameObject: {fileID: 2711990820325732042}
   m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
   m_LocalPosition: {x: -7.6, y: -24.1, z: 163.9}
-  m_LocalScale: {x: 1, y: 1, z: 1}
+  m_LocalScale: {x: 0.02, y: 0.02, z: 0.02}
   m_ConstrainProportionsScale: 0
   m_Children:
   - {fileID: 9007358786616518077}
@@ -107,9 +107,9 @@ ParticleSystem:
       m_PreInfinity: 2
       m_PostInfinity: 2
       m_RotationOrder: 4
-  moveWithTransform: 0
+  moveWithTransform: 1
   moveWithCustomTransform: {fileID: 0}
-  scalingMode: 1
+  scalingMode: 0
   randomSeed: 0
   InitialModule:
     serializedVersion: 3
@@ -4862,7 +4862,7 @@ ParticleSystem:
   ringBufferLoopRange: {x: 0, y: 1}
   emitterVelocityMode: 1
   looping: 1
-  prewarm: 0
+  prewarm: 1
   playOnAwake: 1
   useUnscaledTime: 0
   autoRandomSeed: 1
@@ -4929,7 +4929,7 @@ ParticleSystem:
     startLifetime:
       serializedVersion: 2
       minMaxState: 0
-      scalar: 1
+      scalar: 2
       minScalar: 5
       maxCurve:
         serializedVersion: 2
@@ -5036,7 +5036,7 @@ ParticleSystem:
       serializedVersion: 2
       minMaxState: 0
       minColor: {r: 1, g: 1, b: 1, a: 1}
-      maxColor: {r: 1, g: 1, b: 1, a: 0.13333334}
+      maxColor: {r: 1, g: 1, b: 1, a: 1}
       maxGradient:
         serializedVersion: 2
         key0: {r: 1, g: 1, b: 1, a: 1}
@@ -5098,7 +5098,7 @@ ParticleSystem:
     startSize:
       serializedVersion: 2
       minMaxState: 0
-      scalar: 3
+      scalar: 12
       minScalar: 1
       maxCurve:
         serializedVersion: 2
@@ -5414,7 +5414,7 @@ ParticleSystem:
         m_PostInfinity: 2
         m_RotationOrder: 4
     randomizeRotationDirection: 0
-    maxNumParticles: 2000
+    maxNumParticles: 3000
     customEmitterVelocity: {x: 0, y: 0, z: 0}
     size3D: 0
     rotation3D: 0
@@ -5733,7 +5733,7 @@ ParticleSystem:
     rateOverDistance:
       serializedVersion: 2
       minMaxState: 0
-      scalar: 10
+      scalar: 90
       minScalar: 0
       maxCurve:
         serializedVersion: 2
@@ -5804,14 +5804,23 @@ ParticleSystem:
           weightedMode: 0
           inWeight: 0
           outWeight: 0
+        - serializedVersion: 3
+          time: 0.49418893
+          value: 1
+          inSlope: -0
+          outSlope: -0.06021115
+          tangentMode: 5
+          weightedMode: 0
+          inWeight: 0.33333334
+          outWeight: 0.52118963
         - serializedVersion: 3
           time: 1
-          value: 0
-          inSlope: -2
-          outSlope: -2
+          value: 0.30952376
+          inSlope: -2.539679
+          outSlope: -2.539679
           tangentMode: 0
           weightedMode: 0
-          inWeight: 0
+          inWeight: 0.092673056
           outWeight: 0
         m_PreInfinity: 2
         m_PostInfinity: 2
@@ -6118,8 +6127,8 @@ ParticleSystem:
       maxColor: {r: 1, g: 1, b: 1, a: 1}
       maxGradient:
         serializedVersion: 2
-        key0: {r: 1, g: 1, b: 1, a: 0.74509805}
-        key1: {r: 1, g: 1, b: 1, a: 0}
+        key0: {r: 1, g: 1, b: 1, a: 1}
+        key1: {r: 1, g: 1, b: 1, a: 1}
         key2: {r: 0, g: 0, b: 0, a: 0}
         key3: {r: 0, g: 0, b: 0, a: 0}
         key4: {r: 0, g: 0, b: 0, a: 0}
@@ -6135,8 +6144,8 @@ ParticleSystem:
         ctime6: 0
         ctime7: 0
         atime0: 0
-        atime1: 65535
-        atime2: 0
+        atime1: 13762
+        atime2: 65535
         atime3: 0
         atime4: 0
         atime5: 0
@@ -6144,7 +6153,7 @@ ParticleSystem:
         atime7: 0
         m_Mode: 0
         m_NumColorKeys: 2
-        m_NumAlphaKeys: 2
+        m_NumAlphaKeys: 3
       minGradient:
         serializedVersion: 2
         key0: {r: 1, g: 1, b: 1, a: 1}

+ 28 - 19
Assets/FineArts/ArrowNewEffect/Prefabs/lizituowei.prefab

@@ -27,7 +27,7 @@ Transform:
   m_GameObject: {fileID: 134290204446455511}
   m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
   m_LocalPosition: {x: 0, y: 0, z: 0}
-  m_LocalScale: {x: 1, y: 1, z: 1}
+  m_LocalScale: {x: 0.02, y: 0.02, z: 0.02}
   m_ConstrainProportionsScale: 0
   m_Children:
   - {fileID: 134290205381163622}
@@ -4919,9 +4919,9 @@ ParticleSystem:
       m_PreInfinity: 2
       m_PostInfinity: 2
       m_RotationOrder: 4
-  moveWithTransform: 0
+  moveWithTransform: 1
   moveWithCustomTransform: {fileID: 0}
-  scalingMode: 1
+  scalingMode: 0
   randomSeed: 0
   InitialModule:
     serializedVersion: 3
@@ -4982,7 +4982,7 @@ ParticleSystem:
     startSpeed:
       serializedVersion: 2
       minMaxState: 0
-      scalar: 60
+      scalar: 180
       minScalar: 5
       maxCurve:
         serializedVersion: 2
@@ -5421,7 +5421,7 @@ ParticleSystem:
     gravityModifier:
       serializedVersion: 2
       minMaxState: 0
-      scalar: 0.8
+      scalar: 0.08
       minScalar: 0
       maxCurve:
         serializedVersion: 2
@@ -8804,7 +8804,7 @@ ParticleSystem:
     lifetime:
       serializedVersion: 2
       minMaxState: 0
-      scalar: 0.1
+      scalar: 0.08
       minScalar: 1
       maxCurve:
         serializedVersion: 2
@@ -8854,8 +8854,8 @@ ParticleSystem:
         m_PreInfinity: 2
         m_PostInfinity: 2
         m_RotationOrder: 4
-    minVertexDistance: 0.1
-    textureMode: 2
+    minVertexDistance: 0.001
+    textureMode: 0
     ribbonCount: 1
     shadowBias: 0.5
     worldSpace: 0
@@ -8874,9 +8874,9 @@ ParticleSystem:
       maxGradient:
         serializedVersion: 2
         key0: {r: 1, g: 1, b: 1, a: 0.8235294}
-        key1: {r: 1, g: 1, b: 1, a: 0.74509805}
+        key1: {r: 1, g: 1, b: 1, a: 1}
         key2: {r: 0, g: 0, b: 0, a: 0}
-        key3: {r: 0, g: 0, b: 0, a: 0}
+        key3: {r: 0, g: 0, b: 0, a: 1}
         key4: {r: 0, g: 0, b: 0, a: 0}
         key5: {r: 0, g: 0, b: 0, a: 0}
         key6: {r: 0, g: 0, b: 0, a: 0}
@@ -8890,9 +8890,9 @@ ParticleSystem:
         ctime6: 0
         ctime7: 0
         atime0: 0
-        atime1: 6746
+        atime1: 41056
         atime2: 65535
-        atime3: 0
+        atime3: 65535
         atime4: 0
         atime5: 0
         atime6: 0
@@ -8932,7 +8932,7 @@ ParticleSystem:
     widthOverTrail:
       serializedVersion: 2
       minMaxState: 1
-      scalar: 4
+      scalar: 15
       minScalar: 1
       maxCurve:
         serializedVersion: 2
@@ -8942,18 +8942,27 @@ ParticleSystem:
           value: 1
           inSlope: 0
           outSlope: 0
-          tangentMode: 0
+          tangentMode: 34
           weightedMode: 0
           inWeight: 0
-          outWeight: 0
+          outWeight: 0.33333334
+        - serializedVersion: 3
+          time: 0.84895825
+          value: 1
+          inSlope: -0
+          outSlope: -0.11214927
+          tangentMode: 5
+          weightedMode: 0
+          inWeight: 0.33333334
+          outWeight: 0.5517237
         - serializedVersion: 3
           time: 1
-          value: 0
-          inSlope: -2
-          outSlope: -2
+          value: 0.25233638
+          inSlope: -15.850439
+          outSlope: -15.850439
           tangentMode: 0
           weightedMode: 0
-          inWeight: 0
+          inWeight: 0.20689684
           outWeight: 0
         m_PreInfinity: 2
         m_PostInfinity: 2

BIN
Assets/FineArts/ArrowNewEffect/Textures/tw2.png


+ 111 - 0
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