feat(hero): 新增英雄按等级切换不同颜色描边的功能

新增紫色描边shader与对应材质资源,为英雄预制体注册四种颜色描边材质
重构FlashSprite组件支持按等级切换描边,在英雄初始化与升级时自动更新描边样式
This commit is contained in:
walkpan
2026-05-17 14:01:30 +08:00
parent 2d0620fb00
commit 8417e8699f
7 changed files with 300 additions and 8 deletions

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@@ -0,0 +1,41 @@
{
"__type__": "cc.Material",
"_name": "",
"_objFlags": 0,
"__editorExtras__": {},
"_native": "",
"_effectAsset": {
"__uuid__": "22f6acfb-c03d-4213-918a-4d3b0cce76b4",
"__expectedType__": "cc.EffectAsset"
},
"_techIdx": 0,
"_defines": [
{
"USE_TEXTURE": true
}
],
"_states": [
{
"rasterizerState": {},
"depthStencilState": {},
"blendState": {
"targets": [
{}
]
}
}
],
"_props": [
{
"glowColor": {
"__type__": "cc.Color",
"r": 130,
"g": 46,
"b": 255,
"a": 255
},
"glowWidth": 0.002,
"glowThreshold": 0.887
}
]
}

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@@ -0,0 +1 @@
{"ver":"1.0.21","importer":"material","imported":true,"uuid":"acf230af-e9ae-42f8-80a1-552d7d10390f","files":[".json"],"subMetas":{},"userData":{}}

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@@ -0,0 +1,169 @@
// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: sprite-vs:vert
frag: sprite-fs:frag
depthStencilState:
depthTest: false
depthWrite: false
blendState:
targets:
- blend: true
blendSrc: src_alpha
blendDst: one_minus_src_alpha
blendDstAlpha: one_minus_src_alpha
rasterizerState:
cullMode: none
properties:
alphaThreshold: { value: 0.5 }
glowColor: { value: [1, 1, 1, 1], editor: { type: color } }
glowWidth: { value: 0.05, editor: { slide: true, range: [0, 0.3], step: 0.001 } }
glowThreshold: { value: 1, editor: { slide: true, range: [0, 1], step: 0.001 } }
}%
CCProgram sprite-vs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#if USE_LOCAL
#include <builtin/uniforms/cc-local>
#endif
#if SAMPLE_FROM_RT
#include <common/common-define>
#endif
in vec3 a_position;
in vec2 a_texCoord;
in vec4 a_color;
out vec4 color;
out vec2 uv0;
vec4 vert () {
vec4 pos = vec4(a_position, 1);
#if USE_LOCAL
pos = cc_matWorld * pos;
#endif
#if USE_PIXEL_ALIGNMENT
pos = cc_matView * pos;
pos.xyz = floor(pos.xyz);
pos = cc_matProj * pos;
#else
pos = cc_matViewProj * pos;
#endif
uv0 = a_texCoord;
#if SAMPLE_FROM_RT
CC_HANDLE_RT_SAMPLE_FLIP(uv0);
#endif
color = a_color;
return pos;
}
}%
CCProgram sprite-fs %{
precision highp float;
#include <builtin/internal/embedded-alpha>
#include <builtin/internal/alpha-test>
in vec4 color;
uniform FSConstants {
vec4 glowColor;
float glowWidth;
float glowThreshold;
};
#if USE_TEXTURE
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
#endif
vec4 getTextureColor (sampler2D mainTexture, vec2 uv) {
if (uv.x > 1.0 || uv.x < 0.0 || uv.y > 1.0 || uv.y < 0.0) {
return vec4(0.0, 0.0, 0.0, 0.0);
}
return texture(mainTexture, uv);
}
float getColorAlpha (float angle, float dist) {
// 角度转弧度,公式为:弧度 = 角度 * (pi / 180)
float radian = angle * 3.14 / 180.0;
vec2 newUV = uv0 + vec2(dist * cos(radian), dist * sin(radian));
vec4 color = getTextureColor(cc_spriteTexture, newUV);
return color.a;
}
float getAverageAlpha (float dist) {
float totalAlpha = 0.0;
totalAlpha += getColorAlpha(0.0, dist);
totalAlpha += getColorAlpha(30.0, dist);
totalAlpha += getColorAlpha(60.0, dist);
totalAlpha += getColorAlpha(90.0, dist);
totalAlpha += getColorAlpha(120.0, dist);
totalAlpha += getColorAlpha(150.0, dist);
totalAlpha += getColorAlpha(180.0, dist);
totalAlpha += getColorAlpha(210.0, dist);
totalAlpha += getColorAlpha(240.0, dist);
totalAlpha += getColorAlpha(270.0, dist);
totalAlpha += getColorAlpha(300.0, dist);
totalAlpha += getColorAlpha(330.0, dist);
return totalAlpha * 0.0833;
}
float getGlowAlpha () {
if (glowWidth == 0.0 ) {
return 0.0;
}
float totalAlpha = 0.0;
totalAlpha += getAverageAlpha(glowWidth * 0.1);
totalAlpha += getAverageAlpha(glowWidth * 0.2);
totalAlpha += getAverageAlpha(glowWidth * 0.3);
totalAlpha += getAverageAlpha(glowWidth * 0.4);
totalAlpha += getAverageAlpha(glowWidth * 0.5);
totalAlpha += getAverageAlpha(glowWidth * 0.6);
totalAlpha += getAverageAlpha(glowWidth * 0.7);
totalAlpha += getAverageAlpha(glowWidth * 0.8);
totalAlpha += getAverageAlpha(glowWidth * 0.9);
totalAlpha += getAverageAlpha(glowWidth * 1.0);
return totalAlpha * 0.1;
}
vec4 frag () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
#if IS_GRAY
float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
o.r = o.g = o.b = gray;
#endif
#endif
float alpha = getGlowAlpha();
if (alpha <= glowThreshold) {
alpha /= glowThreshold;
alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;
} else {
alpha = 0.0;
}
vec4 dstColor = glowColor * alpha;
vec4 scrColor = o;
o = scrColor * scrColor.a + dstColor * (1.0 - scrColor.a);
o *= color;
ALPHA_TEST(o);
return o;
}
}%

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@@ -0,0 +1 @@
{"ver":"1.7.1","importer":"effect","imported":true,"uuid":"22f6acfb-c03d-4213-918a-4d3b0cce76b4","files":[".json"],"subMetas":{},"userData":{"combinations":[{}]}}

View File

@@ -292,6 +292,22 @@
"__uuid__": "8eee8ab1-fe48-4b22-b956-3f5c18fc4810", "__uuid__": "8eee8ab1-fe48-4b22-b956-3f5c18fc4810",
"__expectedType__": "cc.Material" "__expectedType__": "cc.Material"
}, },
"outlineMatGreen": {
"__uuid__": "ded728b9-6dd0-4c37-9970-9745c62aa8bf",
"__expectedType__": "cc.Material"
},
"outlineMatBlue": {
"__uuid__": "0f38817f-a8df-4547-8b37-e7ed29de8216",
"__expectedType__": "cc.Material"
},
"outlineMatPurple": {
"__uuid__": "acf230af-e9ae-42f8-80a1-552d7d10390f",
"__expectedType__": "cc.Material"
},
"outlineMatYellow": {
"__uuid__": "2b8a37ee-732c-4c5b-b6a4-136f3e581cde",
"__expectedType__": "cc.Material"
},
"_id": "" "_id": ""
}, },
{ {

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@@ -12,6 +12,7 @@ import { HeroAttrsComp } from "./HeroAttrsComp";
import { Tooltip } from "../skill/Tooltip"; import { Tooltip } from "../skill/Tooltip";
import { timedCom } from "../skill/timedCom"; import { timedCom } from "../skill/timedCom";
import { oneCom } from "../skill/oncend"; import { oneCom } from "../skill/oncend";
import { FlashSprite } from "./hit-flash-white/scripts/FlashSprite";
const { ccclass, property } = _decorator; const { ccclass, property } = _decorator;
@@ -109,6 +110,12 @@ export class HeroViewComp extends CCComp {
// 🔥 重置血条 UI 显示状态 // 🔥 重置血条 UI 显示状态
if (this.model) { if (this.model) {
this.hp_show(); this.hp_show();
// 根据英雄模型中的等级数据设置描边
const flashSprite = this.node.getComponent(FlashSprite);
if (flashSprite) {
flashSprite.setOutlineByLevel(this.model.lv);
}
} }
} }
@@ -241,6 +248,14 @@ export class HeroViewComp extends CCComp {
/** 升级特效 */ /** 升级特效 */
private lv_up() { private lv_up() {
this.spawnTimedFx("game/skill/buff/buff_lvup", this.node, 1.0); this.spawnTimedFx("game/skill/buff/buff_lvup", this.node, 1.0);
// 升级时同步更新描边
if (this.model) {
const flashSprite = this.node.getComponent(FlashSprite);
if (flashSprite) {
flashSprite.setOutlineByLevel(this.model.lv);
}
}
} }
/** 攻击力提升特效 */ /** 攻击力提升特效 */

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@@ -5,24 +5,73 @@ const { ccclass, property } = _decorator;
export class FlashSprite extends Component { export class FlashSprite extends Component {
@property(Material) @property(Material)
hitFlashMaterial: Material; hitFlashMaterial: Material | null = null;
orginalFlashMaterial: Material;
sprite: Sprite; @property({ type: Material, tooltip: '绿色描边材质(2级)' })
outlineMatGreen: Material | null = null;
@property({ type: Material, tooltip: '蓝色描边材质(3级)' })
outlineMatBlue: Material | null = null;
@property({ type: Material, tooltip: '紫色描边材质(4级)' })
outlineMatPurple: Material | null = null;
@property({ type: Material, tooltip: '黄色描边材质(5级)' })
outlineMatYellow: Material | null = null;
orginalFlashMaterial: Material | null = null;
defaultMaterial: Material | null = null; // 缓存最原始的无描边材质
sprite: Sprite | null = null;
start() { start() {
this.sprite = this.node.getComponent(Sprite); this.sprite = this.node.getComponent(Sprite);
this.orginalFlashMaterial = this.sprite.getRenderMaterial(0); // 记录最初的默认材质(无描边)
if (this.sprite) {
this.defaultMaterial = this.sprite.getRenderMaterial(0);
if (!this.orginalFlashMaterial) {
this.orginalFlashMaterial = this.defaultMaterial;
}
}
} }
update(deltaTime: number) { /**
* 根据英雄等级设置描边材质
* @param level 英雄等级 (1=无描边, 2=绿, 3=蓝, 4=紫, 5=黄)
*/
public setOutlineByLevel(level: number) {
if (!this.sprite) {
this.sprite = this.node.getComponent(Sprite);
}
let targetMat: Material | null = null;
if (level === 2) {
targetMat = this.outlineMatGreen;
} else if (level === 3) {
targetMat = this.outlineMatBlue;
} else if (level === 4) {
targetMat = this.outlineMatPurple;
} else if (level >= 5) {
targetMat = this.outlineMatYellow;
} else {
// 1级或异常情况使用最原始的无描边材质
targetMat = this.defaultMaterial;
}
if (targetMat && this.sprite) {
// 更新基础材质,确保闪白结束后恢复到这个描边材质
this.orginalFlashMaterial = targetMat;
this.sprite.setSharedMaterial(targetMat, 0);
}
} }
public clickFlash() { public clickFlash() {
if (!this.sprite || !this.hitFlashMaterial) return;
this.sprite.setSharedMaterial(this.hitFlashMaterial, 0); this.sprite.setSharedMaterial(this.hitFlashMaterial, 0);
this.scheduleOnce(() => { this.scheduleOnce(() => {
this.sprite.setSharedMaterial(this.orginalFlashMaterial, 0); if (this.sprite && this.orginalFlashMaterial) {
this.sprite.setSharedMaterial(this.orginalFlashMaterial, 0);
}
}, 0.1); }, 0.1);
} }
} }