[03_RoyalGallery/Unity-19050-03_RoyalGallery_Portrait_PC]

Implemented TransitionEffect.
master
LH 6 years ago
parent aca35f75c9
commit 8a726fc961
  1. 562
      03_RoyalGallery/Unity-19050-03_RoyalGallery_Portrait_PC/19050-03_RoyalGallery_Portrait_PC/Assets/RoyalGalleryPortrait.unity
  2. 36
      03_RoyalGallery/Unity-19050-03_RoyalGallery_Portrait_PC/19050-03_RoyalGallery_Portrait_PC/Assets/RoyalGalleryPortrait/Script/NewBehaviourScript.cs
  3. 83
      03_RoyalGallery/Unity-19050-03_RoyalGallery_Portrait_PC/19050-03_RoyalGallery_Portrait_PC/Assets/RoyalGalleryPortrait/Script/PortraitManager.cs
  4. 59
      03_RoyalGallery/Unity-19050-03_RoyalGallery_Portrait_PC/19050-03_RoyalGallery_Portrait_PC/Assets/RoyalGalleryPortrait/Script/TransitionScript.cs
  5. 0
      03_RoyalGallery/Unity-19050-03_RoyalGallery_Portrait_PC/19050-03_RoyalGallery_Portrait_PC/Assets/RoyalGalleryPortrait/Script/TransitionScript.cs.meta
  6. 16
      03_RoyalGallery/Unity-19050-03_RoyalGallery_Portrait_PC/19050-03_RoyalGallery_Portrait_PC/Assets/RoyalGalleryPortrait/Shader/TransitionEffectShader.shader
  7. 0
      03_RoyalGallery/Unity-19050-03_RoyalGallery_Portrait_PC/19050-03_RoyalGallery_Portrait_PC/Assets/RoyalGalleryPortrait/Shader/TransitionEffectShader.shader.meta

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m_UVRect:
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CanvasRenderer:
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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
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m_GameObject: {fileID: 1270275948}
m_CullTransparentMesh: 0
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GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -5710,7 +5463,7 @@ RectTransform:
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- {fileID: 1713028541} - {fileID: 1713028541}
m_Father: {fileID: 1067656010} m_Father: {fileID: 1067656010}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5}
@ -6940,7 +6693,7 @@ RectTransform:
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m_AnchorMax: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5}
@ -7848,7 +7601,7 @@ RectTransform:
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m_AnchorMax: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5}
@ -8021,79 +7774,6 @@ MonoBehaviour:
isDelay: 0 isDelay: 0
delayTime: -1 delayTime: -1
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@ -8308,7 +7988,7 @@ RectTransform:
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m_AnchorMax: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5}

@ -1,36 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class NewBehaviourScript : MonoBehaviour
{
private Material material;
// Start is called before the first frame update
void Awake()
{
material = new Material(Shader.Find("Hidden/NewImageEffectShader"));
}
// Update is called once per frame
void Update()
{
}
// Postprocess the image
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
//if (intensity == 0)
//{
// Graphics.Blit(source, destination);
// return;
//}
//
//material.SetFloat("_bwBlend", intensity);
Graphics.Blit(source, destination, material);
}
}

@ -5,21 +5,26 @@ using UnityEngine.EventSystems;
using UnityEngine.UI; using UnityEngine.UI;
using System.Collections; using System.Collections;
namespace UltraCombos.Frozen namespace UltraCombos.Frozen.RoyalGallery
{ {
public class PortraitManager : MonoBehaviour public class PortraitManager : MonoBehaviour
{ {
Dictionary<string, Portrait> portraits; Dictionary<string, Portrait> portraits;
Queue<string> quePortraitKeyNxt;
[Configuration.Config] [Configuration.Config]
[Range(0, 15)] [Range(0, 15)]
public int PortaitInitIndex = 0; public int PortaitInitIndex = 0;
string PortraitKeyCur = ""; string PortraitKeyCur = "";
public Camera camera; public Camera CameraCur;
public Camera CameraNxt;
public RoyalGallery.RorayGalleryGrpcServer server; public RoyalGallery.RorayGalleryGrpcServer server;
string portraitKeyNxt = null;
bool isTransiting = false;
[SerializeField, Header("Debug")] [SerializeField, Header("Debug")]
bool mode = false; bool mode = false;
@ -33,6 +38,7 @@ namespace UltraCombos.Frozen
private void Start() private void Start()
{ {
portraits = new Dictionary<string, Portrait>(); portraits = new Dictionary<string, Portrait>();
quePortraitKeyNxt = new Queue<string>();
int i = 0; int i = 0;
foreach (var p in GetComponentsInChildren<Portrait>()) foreach (var p in GetComponentsInChildren<Portrait>())
@ -59,11 +65,11 @@ namespace UltraCombos.Frozen
if (!portraits.ContainsKey(PortraitKeyCur)) if (!portraits.ContainsKey(PortraitKeyCur))
{ {
PortraitKeyCur = ""; PortraitKeyCur = "";
portraitKeyNxt = portraits.Keys.GetEnumerator().Current; quePortraitKeyNxt.Enqueue(portraits.Keys.GetEnumerator().Current);
} }
else else
{ {
portraitKeyNxt = PortraitKeyCur; quePortraitKeyNxt.Enqueue(PortraitKeyCur);
} }
if (server) if (server)
@ -79,11 +85,21 @@ namespace UltraCombos.Frozen
return; return;
} }
if (portraitKeyNxt != null) do
{ {
StartCoroutine(OnPlayPortrait(portraitKeyNxt)); if (isTransiting)
portraitKeyNxt = null; {
} break;
}
if (quePortraitKeyNxt.Count == 0)
{
break;
}
StartCoroutine(OnTransition(quePortraitKeyNxt.Dequeue()));
} while (false);
if (Input.GetKeyDown(KeyCode.R)) if (Input.GetKeyDown(KeyCode.R))
{ {
@ -109,7 +125,7 @@ namespace UltraCombos.Frozen
painting.UpdateTexture(texture); painting.UpdateTexture(texture);
onPaintingUpdated.Invoke(painting.transform.position); onPaintingUpdated.Invoke(painting.transform.position);
portraitKeyNxt = id; quePortraitKeyNxt.Enqueue(id);
} }
} }
@ -123,20 +139,48 @@ namespace UltraCombos.Frozen
return new Color32(255, 255, 255, 255); return new Color32(255, 255, 255, 255);
} }
IEnumerator OnTransition(string next)
{
isTransiting = true;
Portrait p_nxt = portraits[next];
p_nxt.OnPlay();
yield return new WaitForEndOfFrame();
Transform tf = CameraNxt.GetComponent<Transform>();
Vector2 tar = p_nxt.Positon;
CameraNxt.GetComponent<Transform>().localPosition = new Vector3(tar.x, tar.y, tf.localPosition.z);
StartCoroutine(UpdateTransition(next, CameraCur.GetComponent<TransitionScript>()));
yield return null;
}
IEnumerator OnPlayPortrait(string next) IEnumerator UpdateTransition(string next, TransitionScript transition)
{ {
transition.OnPlay();
while (true)
{
if (transition.IsFinished)
{
break;
}
yield return null;
}
transition.OnStop();
string PortraitKeyPre = PortraitKeyCur; string PortraitKeyPre = PortraitKeyCur;
PortraitKeyCur = next; PortraitKeyCur = next;
Portrait p_cur = portraits[PortraitKeyCur]; Portrait p_cur = portraits[PortraitKeyCur];
p_cur.OnPlay();
yield return new WaitForEndOfFrame();
Transform tf = camera.GetComponent<Transform>(); Transform tf = CameraCur.GetComponent<Transform>();
Vector2 tar = p_cur.Positon; Vector2 tar = p_cur.Positon;
camera.GetComponent<Transform>().localPosition = new Vector3(tar.x, tar.y, tf.localPosition.z); CameraCur.GetComponent<Transform>().localPosition = new Vector3(tar.x, tar.y, tf.localPosition.z);
yield return new WaitForEndOfFrame(); yield return new WaitForEndOfFrame();
@ -144,6 +188,10 @@ namespace UltraCombos.Frozen
{ {
StartCoroutine(OnStopPortrait(PortraitKeyPre)); StartCoroutine(OnStopPortrait(PortraitKeyPre));
} }
else
{
isTransiting = false;
}
yield return null; yield return null;
} }
@ -157,6 +205,9 @@ namespace UltraCombos.Frozen
Portrait p = portraits[pre]; Portrait p = portraits[pre];
p.OnStop(); p.OnStop();
isTransiting = false;
yield return null; yield return null;
} }
} }

@ -0,0 +1,59 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UltraCombos.Frozen.RoyalGallery
{
[ExecuteInEditMode]
public class TransitionScript : MonoBehaviour
{
public Texture TexTarget;
public DShowMoviePlayer MovPlayer;
private Material Mat;
private Texture TexTransition;
public bool IsPlaying { get { return MovPlayer.IsPlaying; } }
public bool IsFinished { get { return MovPlayer.IsFinished; } }
// Start is called before the first frame update
void Awake()
{
Mat = new Material(Shader.Find("Hidden/TransitionEffectShader"));
}
void Start()
{
TexTransition = MovPlayer.Texture;
}
public void OnPlay()
{
enabled = true;
MovPlayer.Play();
}
public void OnStop()
{
enabled = false;
}
// Update is called once per frame
void Update()
{
}
// Postprocess the image
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
Mat.SetTexture("_TargetTex", TexTarget);
Mat.SetTexture("_TransitionTex", TexTransition);
Graphics.Blit(source, destination, Mat);
}
}
}

@ -1,4 +1,4 @@
Shader "Hidden/NewImageEffectShader" Shader "Hidden/TransitionEffectShader"
{ {
Properties Properties
{ {
@ -37,14 +37,18 @@
return o; return o;
} }
sampler2D _MainTex; sampler2D _TransitionTex;
sampler2D _TargetTex;
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target fixed4 frag (v2f i) : SV_Target
{ {
fixed4 col = tex2D(_MainTex, i.uv); fixed4 col_src = tex2D(_MainTex, i.uv);
// just invert the colors fixed4 col_dst = tex2D(_TargetTex, i.uv);
col.rgb = 1 - col.rgb; fixed4 col_tra = tex2D(_TransitionTex, i.uv);
return col;
col_dst.rgb = col_dst.rgb * col_tra.r + col_src.rgb * (1 - col_tra.r);
return col_dst;
} }
ENDCG ENDCG
} }
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