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Assets/Spine Examples/Scripts/HurtFlashEffect.cs
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77
Assets/Spine Examples/Scripts/HurtFlashEffect.cs
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class HurtFlashEffect : MonoBehaviour {
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const int DefaultFlashCount = 3;
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public int flashCount = DefaultFlashCount;
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public Color flashColor = Color.white;
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[Range(1f/120f, 1f/15f)]
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public float interval = 1f/60f;
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public string fillPhaseProperty = "_FillPhase";
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public string fillColorProperty = "_FillColor";
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MaterialPropertyBlock mpb;
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MeshRenderer meshRenderer;
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public void Flash () {
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if (mpb == null) mpb = new MaterialPropertyBlock();
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if (meshRenderer == null) meshRenderer = GetComponent<MeshRenderer>();
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meshRenderer.GetPropertyBlock(mpb);
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StartCoroutine(FlashRoutine());
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}
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IEnumerator FlashRoutine () {
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if (flashCount < 0) flashCount = DefaultFlashCount;
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int fillPhase = Shader.PropertyToID(fillPhaseProperty);
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int fillColor = Shader.PropertyToID(fillColorProperty);
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var wait = new WaitForSeconds(interval);
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for (int i = 0; i < flashCount; i++) {
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mpb.SetColor(fillColor, flashColor);
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mpb.SetFloat(fillPhase, 1f);
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meshRenderer.SetPropertyBlock(mpb);
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yield return wait;
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mpb.SetFloat(fillPhase, 0f);
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meshRenderer.SetPropertyBlock(mpb);
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yield return wait;
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}
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yield return null;
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}
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}
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