From 7d6b6f49cad158084fc23316764467fd8d0d67a5 Mon Sep 17 00:00:00 2001 From: hyskai <2545507770@qq.com> Date: Wed, 23 Oct 2024 11:29:08 +0800 Subject: [PATCH] add --- .../Lit_Normal/M_Smoke_Normal_Based_Lit 1.mat | 2 +- .../Assets/Resources/Effect/bigfire.prefab | 4832 +++++++++++++++++ .../Resources/Effect/bigfire.prefab.meta | 7 + .../Assets/Resources/Effect/minfire.prefab | 4823 ++++++++++++++++ .../Resources/Effect/minfire.prefab.meta | 7 + xiaofang/Assets/Scenes/firetest.unity | 289 +- xiaofang/Assets/Script/Item/Firelive.cs | 112 +- 7 files changed, 9990 insertions(+), 82 deletions(-) create mode 100644 xiaofang/Assets/Resources/Effect/bigfire.prefab create mode 100644 xiaofang/Assets/Resources/Effect/bigfire.prefab.meta create mode 100644 xiaofang/Assets/Resources/Effect/minfire.prefab create mode 100644 xiaofang/Assets/Resources/Effect/minfire.prefab.meta diff --git a/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Materials/Lit_Normal/M_Smoke_Normal_Based_Lit 1.mat b/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Materials/Lit_Normal/M_Smoke_Normal_Based_Lit 1.mat index c5273d6f..22da3b9c 100644 --- a/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Materials/Lit_Normal/M_Smoke_Normal_Based_Lit 1.mat +++ b/xiaofang/Assets/NatureManufacture Assets/Fire and Smoke Particles/Materials/Lit_Normal/M_Smoke_Normal_Based_Lit 1.mat @@ -395,7 +395,7 @@ Material: - 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+ StartBurning(); } // Update is called once per frame void Update() { + if (isBurning&&Canbig) + { + // 检查火势值是否超过阈值 + if (fireNumber< bigFireNumber) + { + fireNumber += FireNumber * Time.deltaTime; + return; + } + SwitchToMaxFire(); + } } + + //火焰初始化 + private void StartBurning() + { + if (!isBurning) + { + isBurning = true; + + // 初始在pos位置生成小火焰预制体 + currentFire = Instantiate(minfire, transform.position, Quaternion.identity); + + } + } + + + private void SwitchToMaxFire() + { + // 销毁当前小火焰,替换为大火焰 + Destroy(currentFire); + currentFire=Instantiate(bigfire, transform.position, Quaternion.identity); + Canbig = false; + StartCoroutine(DelayedSpread()); + + } + + // 延迟蔓延 + private IEnumerator DelayedSpread() + { + // 等待设定的延迟时间 + yield return new WaitForSeconds(3); + + // 开始蔓延火焰 + SpreadFireInWindDirection(); + } + + //根据风向改变 + private void SpreadFireInWindDirection() + { + if (SpreadFireNumber<=0) + { + return; + } + SpreadFireNumber--; + + Vector3 spreadDirection = Vector3.zero; + + // 根据风向设置火焰蔓延的方向 + switch (windDirection) + { + case WindDirection.North: + spreadDirection = Vector3.forward; + break; + case WindDirection.South: + spreadDirection = Vector3.back; + break; + case WindDirection.East: + spreadDirection = Vector3.right; + break; + case WindDirection.West: + spreadDirection = Vector3.left; + break; + } + + // 获取风向的目标位置 + Vector3 targetPosition = transform.position + spreadDirection * spreadRadius; + + // 在目标位置实例化新的pos + Instantiate(gameObject, targetPosition, Quaternion.identity); + // GameObject go = Instantiate(gameObject, targetPosition, Quaternion.identity); + //go.AddComponent(); + + } + }