试着做下光影玩法
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82
Assets/Scripts/Test/Light/RaycastShadowCollider.cs
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82
Assets/Scripts/Test/Light/RaycastShadowCollider.cs
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using UnityEngine;
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using System.Collections.Generic;
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public class RaycastShadowCollider : MonoBehaviour
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{
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public Light spotLight; // <20>۹<EFBFBD><DBB9><EFBFBD>
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public GameObject shadowCaster; // Ͷ<><CDB6><EFBFBD><EFBFBD>Ӱ<EFBFBD><D3B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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public int rayCount = 36; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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public float maxShadowDistance = 10f;
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private PolygonCollider2D shadowCollider;
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void Start()
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{
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shadowCollider = GetComponent<PolygonCollider2D>();
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if (shadowCollider == null)
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shadowCollider = gameObject.AddComponent<PolygonCollider2D>();
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}
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void Update()
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{
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UpdateShadowCollider();
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}
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void UpdateShadowCollider()
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{
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List<Vector2> shadowPoints = new List<Vector2>();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>߽<EFBFBD><DFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƹⷽ<C6B9><E2B7BD>Ͷ<EFBFBD><CDB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Bounds bounds = shadowCaster.GetComponent<Renderer>().bounds;
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Vector3[] boundPoints = GetBoundPoints(bounds);
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foreach (Vector3 point in boundPoints)
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{
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Vector3 toLight = (spotLight.transform.position - point).normalized;
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Ray ray = new Ray(point, toLight);
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RaycastHit hit;
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if (Physics.Raycast(ray, out hit, maxShadowDistance))
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{
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if (hit.collider.gameObject == gameObject) // <20><><EFBFBD><EFBFBD>ǽ<EFBFBD><C7BD>
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{
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// ת<><D7AA><EFBFBD><EFBFBD>ǽ<EFBFBD><C7BD><EFBFBD>ľֲ<C4BE><D6B2><EFBFBD><EFBFBD><EFBFBD>ϵ
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Vector3 localHit = transform.InverseTransformPoint(hit.point);
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shadowPoints.Add(new Vector2(localHit.x, localHit.y));
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}
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}
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}
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// <20>Ե<EFBFBD><D4B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>γ<EFBFBD><EFBFBD><CDB9>
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if (shadowPoints.Count > 2)
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{
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List<Vector2> convexHull = ComputeConvexHull(shadowPoints);
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shadowCollider.SetPath(0, convexHull);
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}
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}
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Vector3[] GetBoundPoints(Bounds bounds)
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{
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return new Vector3[]
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{
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bounds.min,
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bounds.max,
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new Vector3(bounds.min.x, bounds.min.y, bounds.max.z),
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new Vector3(bounds.min.x, bounds.max.y, bounds.min.z),
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new Vector3(bounds.max.x, bounds.min.y, bounds.min.z),
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new Vector3(bounds.min.x, bounds.max.y, bounds.max.z),
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new Vector3(bounds.max.x, bounds.min.y, bounds.max.z),
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new Vector3(bounds.max.x, bounds.max.y, bounds.min.z)
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};
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}
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// <><CDB9><EFBFBD>㷨<EFBFBD><E3B7A8>Graham Scan<61><6E>
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List<Vector2> ComputeConvexHull(List<Vector2> points)
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{
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if (points.Count < 3) return points;
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// ʵ<><CAB5><EFBFBD><CDB9><EFBFBD>㷨...
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD><CAB9>Unity<74><79>Collider2D.CreatePrimitive<76><65><EFBFBD>ߵ<EFBFBD><DFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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return points; // <20><EFBFBD><F2BBAFB7><EFBFBD>
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}
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}
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