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@@ -15,9 +15,10 @@ namespace WulaFallenEmpire
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// 图形缓存 - 现在包含Shader信息
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private Dictionary<string, Graphic> graphicsCache = new Dictionary<string, Graphic>();
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// 动画状态 - 每个图层的独立浮动
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// 动画状态 - 每个图层的独立状态
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private Dictionary<int, float> layerHoverOffsets = new Dictionary<int, float>();
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private Dictionary<int, float> layerAnimationTimes = new Dictionary<int, float>();
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private Dictionary<int, float> layerRotationAngles = new Dictionary<int, float>();
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private int lastTick = -1;
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public ExtraGraphicsExtension ModExtension
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@@ -122,8 +123,8 @@ namespace WulaFallenEmpire
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{
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// 不调用基类的 DrawAt,完全自定义渲染
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// 更新悬浮动画
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UpdateHoverAnimation();
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// 更新动画状态
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UpdateAnimations();
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// 绘制所有配置的图形层
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DrawGraphicLayers(drawLoc, flip);
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// 新增:绘制护盾
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@@ -152,7 +153,7 @@ namespace WulaFallenEmpire
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}
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}
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// 绘制单个图形层
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// 绘制单个图形层 - 现在支持旋转动画
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private void DrawGraphicLayer(Vector3 baseDrawPos, bool flip, GraphicLayerData layer)
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{
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if (string.IsNullOrEmpty(layer.texturePath))
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@@ -167,27 +168,89 @@ namespace WulaFallenEmpire
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// 获取图形(现在传入Shader)
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Graphic graphic = GetCachedGraphic(layer.texturePath, layer.scale, layer.color, shader);
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// 计算图层浮动偏移
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float hoverOffset = 0f;
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if (layer.enableHover)
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// 计算图层动画偏移
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Vector3 animationOffset = Vector3.zero;
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float rotationAngle = 0f;
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int layerIndex = ModExtension.graphicLayers.IndexOf(layer);
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// 根据动画类型应用不同的动画效果
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switch (layer.animationType)
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{
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int layerIndex = ModExtension.graphicLayers.IndexOf(layer);
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if (layerHoverOffsets.ContainsKey(layerIndex))
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{
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hoverOffset = layerHoverOffsets[layerIndex];
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}
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case AnimationType.Hover:
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if (layer.enableAnimation && layerHoverOffsets.ContainsKey(layerIndex))
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{
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animationOffset.z = layerHoverOffsets[layerIndex];
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}
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break;
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case AnimationType.Rotate:
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if (layer.enableAnimation && layerRotationAngles.ContainsKey(layerIndex))
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{
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rotationAngle = layerRotationAngles[layerIndex];
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}
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break;
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}
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// 最终绘制位置 = 基础位置 + 图层偏移 + 浮动偏移
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Vector3 drawPos = baseDrawPos + layer.offset;
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drawPos.z += hoverOffset;
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// 绘制图形
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graphic.Draw(drawPos, flip ? base.Rotation.Opposite : base.Rotation, this, 0f);
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// 最终绘制位置 = 基础位置 + 图层偏移 + 动画偏移
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Vector3 drawPos = baseDrawPos + layer.offset + animationOffset;
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// 如果启用了旋转动画,使用矩阵变换绘制
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if (layer.animationType == AnimationType.Rotate && layer.enableAnimation && rotationAngle != 0f)
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{
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DrawWithRotation(graphic, drawPos, flip, rotationAngle, layer);
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}
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else
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{
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// 普通绘制
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graphic.Draw(drawPos, flip ? base.Rotation.Opposite : base.Rotation, this, 0f);
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}
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}
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// 更新每个图层的独立悬浮动画
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private void UpdateHoverAnimation()
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// 使用矩阵变换绘制旋转图形
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private void DrawWithRotation(Graphic graphic, Vector3 drawPos, bool flip, float rotationAngle, GraphicLayerData layer)
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{
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try
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{
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// 获取网格和材质
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Mesh mesh = graphic.MeshAt(flip ? base.Rotation.Opposite : base.Rotation);
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Material mat = graphic.MatAt(flip ? base.Rotation.Opposite : base.Rotation);
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if (mesh == null || mat == null)
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{
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Log.Warning($"Building_ExtraGraphics: Unable to get mesh or material for rotating layer");
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return;
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}
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// 创建旋转矩阵
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Quaternion rotation = Quaternion.Euler(0f, 0f, rotationAngle);
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// 如果图层有旋转中心偏移,需要调整位置
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Vector3 pivotOffset = new Vector3(layer.pivotOffset.x, layer.pivotOffset.y, 0f);
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// 计算最终矩阵
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Matrix4x4 matrix = Matrix4x4.TRS(
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drawPos + pivotOffset, // 位置
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rotation, // 旋转
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new Vector3(layer.scale.x, layer.scale.y, 1f) // 缩放
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);
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// 绘制网格
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Graphics.DrawMesh(mesh, matrix, mat, 0);
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// 如果需要,绘制第二面(双面渲染)
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if (layer.doubleSided)
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{
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Graphics.DrawMesh(mesh, matrix, mat, 0, null, 0, null, UnityEngine.Rendering.ShadowCastingMode.Off, true);
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}
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}
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catch (Exception ex)
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{
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Log.Error($"Building_ExtraGraphics: Error drawing rotating layer: {ex}");
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}
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}
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// 更新所有图层的动画状态
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private void UpdateAnimations()
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{
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int currentTick = Find.TickManager.TicksGame;
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@@ -198,23 +261,47 @@ namespace WulaFallenEmpire
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{
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var layer = ModExtension.graphicLayers[i];
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if (layer.enableHover)
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if (!layer.enableAnimation)
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continue;
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// 初始化动画时间
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if (!layerAnimationTimes.ContainsKey(i))
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{
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// 初始化动画时间
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if (!layerAnimationTimes.ContainsKey(i))
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{
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layerAnimationTimes[i] = 0f;
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}
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// 更新动画时间
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layerAnimationTimes[i] += Time.deltaTime;
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// 计算该图层的悬浮偏移
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float hoverSpeed = layer.hoverSpeed > 0 ? layer.hoverSpeed : ModExtension.globalHoverSpeed;
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float hoverIntensity = layer.hoverIntensity > 0 ? layer.hoverIntensity : ModExtension.globalHoverIntensity;
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float hoverOffset = Mathf.Sin(layerAnimationTimes[i] * hoverSpeed + layer.hoverPhase) * hoverIntensity;
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layerHoverOffsets[i] = hoverOffset;
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layerAnimationTimes[i] = layer.animationStartTime;
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}
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// 更新动画时间
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layerAnimationTimes[i] += Time.deltaTime;
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// 根据动画类型更新不同的状态
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switch (layer.animationType)
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{
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case AnimationType.Hover:
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// 计算该图层的悬浮偏移
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float hoverSpeed = layer.animationSpeed > 0 ? layer.animationSpeed : ModExtension.globalAnimationSpeed;
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float hoverIntensity = layer.animationIntensity > 0 ? layer.animationIntensity : ModExtension.globalAnimationIntensity;
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float hoverOffset = Mathf.Sin(layerAnimationTimes[i] * hoverSpeed + layer.animationPhase) * hoverIntensity;
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layerHoverOffsets[i] = hoverOffset;
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break;
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case AnimationType.Rotate:
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// 计算该图层的旋转角度
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float rotateSpeed = layer.animationSpeed > 0 ? layer.animationSpeed : ModExtension.globalAnimationSpeed;
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float maxAngle = layer.animationIntensity > 0 ? layer.animationIntensity : ModExtension.globalAnimationIntensity;
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// 旋转角度(循环)
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float rotationAngle = (layerAnimationTimes[i] * rotateSpeed * 360f) % 360f;
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// 限制旋转角度范围(如果设置了最大角度)
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if (maxAngle > 0 && maxAngle < 360f)
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{
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// 使用正弦波限制旋转角度范围
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rotationAngle = Mathf.Sin(layerAnimationTimes[i] * rotateSpeed) * maxAngle;
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}
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layerRotationAngles[i] = rotationAngle;
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break;
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}
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}
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@@ -230,12 +317,20 @@ namespace WulaFallenEmpire
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}
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}
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// 动画类型枚举
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public enum AnimationType
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{
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None, // 无动画
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Hover, // 上下浮动
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Rotate // 自旋转
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}
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// 主要的 ModExtension 定义
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public class ExtraGraphicsExtension : DefModExtension
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{
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// 全局悬浮参数(作为默认值)
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public float globalHoverSpeed = 2f; // 全局悬浮速度
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public float globalHoverIntensity = 0.1f; // 全局悬浮强度
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// 全局动画参数(作为默认值)
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public float globalAnimationSpeed = 2f; // 全局动画速度
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public float globalAnimationIntensity = 0.1f; // 全局动画强度
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// 图形层配置
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public List<GraphicLayerData> graphicLayers = new List<GraphicLayerData>();
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@@ -250,7 +345,7 @@ namespace WulaFallenEmpire
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}
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}
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// 单个图形层的配置数据 - 添加shaderName字段
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// 单个图形层的配置数据 - 增强版
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public class GraphicLayerData
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{
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// 基础配置
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@@ -258,16 +353,56 @@ namespace WulaFallenEmpire
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public Vector2 scale = Vector2.one; // 缩放比例
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public Color color = Color.white; // 颜色
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public int drawOrder = 0; // 绘制顺序(数字小的先绘制)
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public string shaderName = "TransparentPostLight"; // Shader名称(新增)
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public string shaderName = "TransparentPostLight"; // Shader名称
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// 位置配置 - 使用环世界坐标系
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// X: 左右偏移, Y: 图层深度, Z: 上下偏移
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public Vector3 offset = Vector3.zero;
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// 独立悬浮配置
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public bool enableHover = true; // 是否启用悬浮
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public float hoverSpeed = 0f; // 悬浮速度(0表示使用全局速度)
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public float hoverIntensity = 0f; // 悬浮强度(0表示使用全局强度)
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public float hoverPhase = 0f; // 悬浮相位(用于错开浮动)
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// 动画配置
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public AnimationType animationType = AnimationType.Hover; // 动画类型
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public bool enableAnimation = true; // 是否启用动画
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public float animationSpeed = 0f; // 动画速度(0表示使用全局速度)
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public float animationIntensity = 0f; // 动画强度(0表示使用全局强度)
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public float animationPhase = 0f; // 动画相位(用于错开动画)
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public float animationStartTime = 0f; // 动画开始时间偏移
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// 旋转动画专用配置
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public Vector2 pivotOffset = Vector2.zero; // 旋转中心偏移(相对于图层的中心)
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public bool doubleSided = false; // 是否双面渲染(对于旋转物体)
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// 兼容旧字段(为了向后兼容)
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[Obsolete("Use enableAnimation instead")]
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public bool enableHover
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{
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get => enableAnimation && animationType == AnimationType.Hover;
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set
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{
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enableAnimation = value;
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if (value && animationType == AnimationType.None)
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animationType = AnimationType.Hover;
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}
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}
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[Obsolete("Use animationSpeed instead")]
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public float hoverSpeed
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{
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get => animationSpeed;
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set => animationSpeed = value;
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}
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[Obsolete("Use animationIntensity instead")]
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public float hoverIntensity
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{
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get => animationIntensity;
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set => animationIntensity = value;
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}
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[Obsolete("Use animationPhase instead")]
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public float hoverPhase
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{
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get => animationPhase;
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set => animationPhase = value;
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}
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}
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}
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