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用Unity模仿CSGO里的火焰效果

  CSGO里的火焰效果和真实的情况比较像,能沿着遮挡物前进,如下是模仿效果。

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  思路比较简单,开始想的是一圈一圈发出去,但是前圈与后圈的联系不好做,换种思路,每个方向发射一条线,这样根据上一个位置的方位先向前进,如果前面有遮挡,则计算好新的位置与方向,反之前面没有遮挡,选择合适的位置,并从这个方向的上面向下检测,检测这个方向的垂直位置有没遮挡,如果有遮挡,计算新的方向与位置,没有,则表明延展不下去。如下图所示.

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  相关主要代码:  

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    //根据一条线的上一个节点,确定这个节点如何定位    bool forward(ref Vector3 pos, ref Quaternion quat)    {        var forward = quat * Vector3.forward;        var up = quat * Vector3.up;        var nextPos = pos + forward * radius;        RaycastHit hit;        //前面有没挡住        //Debug.DrawRay(nextPos, forward, Color.red, 100);        var hitForward = Physics.Raycast(nextPos, forward, out hit, radius * 2);        var hitDown = false;        //如果前面没有挡住,检查垂直位置        if (!hitForward)        {            //height用来控制垂直扩展的高度            var upPos = pos + 2 * forward * radius + up * height * 2;            //Debug.DrawRay(upPos, -up, Color.green, 100);            hitDown = Physics.Raycast(upPos, -up, out hit, height * 4);        }        if (hitForward || hitDown)        {            //新的位置            pos = hit.point + hit.normal * prefabHeight;            //Debug.DrawRay(pos, hit.normal, Color.blue, 100);            quat = Quaternion.FromToRotation(up, hit.normal) * quat;            return true;        }        return false;    }
forward

  如上代码每句都加上了注释,我们添加了一个radius参数,用来表示每次前进的步子大小,radius越小,则越密集,然后添加一个height参数用来表示垂直方向升降能力,可以看下图。

  确定一条线上显示后,我们只要考虑沿着周围全部扩展就行,在这我们用level表示扩展多少层,层数越多,我们每条线的相隔的角度也应该越小,如下效果。

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  相关代码:  

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    //分成多条线向外扩散    public void extend()    {        //分成多条线        count = (int)(2 * level * Mathf.PI);        //每条偏移角度        angle = 360.0f / count;        var up = transform.rotation * Vector3.up;        for (int i = 0; i < count; i++)        {            var curAngle = angle * i;            var curQuat = Quaternion.AngleAxis(curAngle, up);            var quat = curQuat * transform.rotation;            //forward(transform.position, quat, level, i);            StartCoroutine(forward(transform.position, quat, level, i));        }    }    //每条线向前扩展,自动翻越遮挡    public IEnumerator forward(Vector3 pos, Quaternion quat, int level, int place)    {        var npos = pos;        var nquat = quat;        int curLevel = 1;        var prePos = npos;        while (curLevel <= level && forward(ref npos, ref nquat))        {            //Debug.DrawLine(prePos, npos, Color.blue, 100f, true);            if (bCreate(curLevel, place))            {                var offset = offsetPos(nquat, 1);                var obj = Instantiate(getPrefab(curLevel), npos + offset, nquat);                //Debug.DrawLine(prePos, npos, Color.blue, 100f, true);                var duration = getDuration(curLevel);                Destroy(obj, duration);            }            yield return new WaitForSeconds(deltaTime);            curLevel++;            prePos = npos;        }    }
extend

  这些蓝线确定了火焰沿线步局,但是现在最中心会比较密集,我们需要有选择的是否生成,如下图:

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  相关代码:  

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    //确定当前层上的某个位置是否需要生成    bool bCreate(int level, int place)    {        //当前需要显示的个数        var levelCount = (int)(2 * level * Mathf.PI);        var levelLength = Mathf.RoundToInt((float)count / levelCount);        //每层起点偏移一点位置        var offset = place + level;        return offset % levelLength == 0;    }
bCreate

  这样就能简单在每层生成合适的个数,其中最上面有个prefabHeight,用来控制模型中心与下边的高度,用来控制生成的模型贴着遮挡物,如图:

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  如下是完整代码:  

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using UnityEngine;using System.Collections;public class FireMove : MonoBehaviour{    public GameObject[] particlePrefabs;    [Tooltip("半径越小,模型越密集")]    public float radius = 0.5f;    [Tooltip("高度越大,模型能越过更高的遮挡物")]    public float height = 0.5f;    [Tooltip("层级越多,向外扩展的导数越多")]    public int level = 10;    [Tooltip("每层间隔生成时间")]    public float deltaTime = 0.1f;    [Tooltip("控制火焰显示时间")]    public float duration = 5.0f;    [Tooltip("水平偏移")]    public float offsetHeight = 0.1f;    [Tooltip("高度偏移")]    public float offsetPanel = 0.2f;    [Tooltip("模型与地面的距离")]    public float prefabHeight = 0.01f;    private int count;    private float angle;#if UNITY_EDITOR           public void Update()    {        if (Input.GetKeyDown(KeyCode.K))        {            extend();        }    }#endif    public void attack(int level)    {        this.level = level;        extend();    }    //分成多条线向外扩散    public void extend()    {        //分成多条线        count = (int)(2 * level * Mathf.PI);        //每条偏移角度        angle = 360.0f / count;        var up = transform.rotation * Vector3.up;        for (int i = 0; i < count; i++)        {            var curAngle = angle * i;            var curQuat = Quaternion.AngleAxis(curAngle, up);            var quat = curQuat * transform.rotation;            //forward(transform.position, quat, level, i);            StartCoroutine(forward(transform.position, quat, level, i));        }    }    //每条线向前扩展,自动翻越遮挡    public IEnumerator forward(Vector3 pos, Quaternion quat, int level, int place)    {        var npos = pos;        var nquat = quat;        int curLevel = 1;        var prePos = npos;        while (curLevel <= level && forward(ref npos, ref nquat))        {            //Debug.DrawLine(prePos, npos, Color.blue, 100f, true);            if (bCreate(curLevel, place))            {                var offset = offsetPos(nquat, 1);                var obj = Instantiate(getPrefab(curLevel), npos + offset, nquat);                //Debug.DrawLine(prePos, npos, Color.blue, 100f, true);                var duration = getDuration(curLevel);                Destroy(obj, duration);            }            yield return new WaitForSeconds(deltaTime);            curLevel++;            prePos = npos;        }    }    //确定当前层上的某个位置是否需要生成    bool bCreate(int level, int place)    {        //当前需要显示的个数        var levelCount = (int)(2 * level * Mathf.PI);        var levelLength = Mathf.RoundToInt((float)count / levelCount);        //每层起点偏移一点位置        var offset = place + level;        return offset % levelLength == 0;    }    public GameObject getPrefab(int curLevel)    {        var prfabCount = particlePrefabs.Length;        //var t = Mathf.RoundToInt(prfabCount * (curLevel - 1) / level);        var index = Random.Range(0, prfabCount);        return particlePrefabs[index];    }    //加上偏移    public Vector3 offsetPos(Quaternion quat, int level)    {        var xAxis = quat * Vector3.right * Random.Range(-offsetPanel, offsetPanel) * level;        var zAxis = quat * Vector3.forward * Random.Range(-offsetPanel, offsetPanel) * level;        var yAxis = quat * Vector3.up * Random.Range(-offsetHeight, offsetHeight) * level;        return xAxis + zAxis + yAxis;    }    //每层的生命周期    float getDuration(int level)    {        var levelDuration = duration - 2 * level * deltaTime;        return levelDuration;    }    //根据一条线的上一个节点,确定这个节点如何定位    bool forward(ref Vector3 pos, ref Quaternion quat)    {        var forward = quat * Vector3.forward;        var up = quat * Vector3.up;        var nextPos = pos + forward * radius;        RaycastHit hit;        //前面有没挡住        //Debug.DrawRay(nextPos, forward, Color.red, 100);        var hitForward = Physics.Raycast(nextPos, forward, out hit, radius * 2);        var hitDown = false;        //如果前面没有挡住,检查垂直位置        if (!hitForward)        {            //height用来控制垂直扩展的高度            var upPos = pos + 2 * forward * radius + up * height * 2;            //Debug.DrawRay(upPos, -up, Color.green, 100);            hitDown = Physics.Raycast(upPos, -up, out hit, height * 4);        }        if (hitForward || hitDown)        {            //新的位置            pos = hit.point + hit.normal * prefabHeight;            //Debug.DrawRay(pos, hit.normal, Color.blue, 100);            quat = Quaternion.FromToRotation(up, hit.normal) * quat;            return true;        }        return false;    }}
FireMove

  直接放到一个物体上就可以了,其中radius设为相应的火焰半径大小就可,如果要密一些,降低一些就行,相应offset参数用来设定水平与垂直上的偏移,免的给人太规律了,代码上都有详细注释,可以自己改动。

用Unity模仿CSGO里的火焰效果