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1188
Assets/Art/Timeline/体位_TimeLine.playable
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1188
Assets/Art/Timeline/体位_TimeLine.playable
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8
Assets/Art/Timeline/体位_TimeLine.playable.meta
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8
Assets/Art/Timeline/体位_TimeLine.playable.meta
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mainObjectFileID: 11400000
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userData:
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1159
Assets/Art/Timeline/患犬准备_TimeLine.playable
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1159
Assets/Art/Timeline/患犬准备_TimeLine.playable
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8
Assets/Art/Timeline/患犬准备_TimeLine.playable.meta
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8
Assets/Art/Timeline/患犬准备_TimeLine.playable.meta
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@ -11,7 +11,7 @@ public class RongMaoSkinMesh : MonoBehaviour
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||||
//public Shader shader;
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||||
[Header("渲染目标")]
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[SerializeField]
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||||
private Renderer Target;
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private Renderer Target;
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||||
public Shader BaseShader;
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||||
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||||
[Header("皮毛物理")]
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||||
@ -32,9 +32,12 @@ public class RongMaoSkinMesh : MonoBehaviour
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||||
[Range(0,1)]public float ShadowStrength = 0.3f;
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||||
[Range(0.01f, 1)] public float R = 0.5f;
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||||
[Range(0, 3)] public float _LengthMut = 1;
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||||
public float Density = 1;
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||||
[Header("是否使用GPU实例化")]
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||||
public bool isInStance = false;
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||||
|
||||
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||||
public bool ZWrite = true;
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public int RenderSort = 0;
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||||
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||||
private bool skinHasValue = false;
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||||
private Renderer target;
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||||
@ -56,9 +59,13 @@ public class RongMaoSkinMesh : MonoBehaviour
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||||
void LateUpdate()
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||||
{
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||||
//目标为空就不渲染
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if(TargetChange()==false) return;
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||||
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||||
if(isInStance) UpDateInstance();
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||||
if (TargetChange() == false)
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||||
{
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||||
Debug.Log("返回");
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return;
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||||
}
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||||
isInStance = false;
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if (isInStance) UpDateInstance();
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else UpDateMesh();
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}
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@ -107,7 +114,9 @@ public class RongMaoSkinMesh : MonoBehaviour
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layerMat.SetColor("_ShadowColor",ShadowColor);
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layerMat.SetFloat("_R",R);
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layerMat.SetFloat("_LayerCount",LayerCount);
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layerMat.renderQueue = 3000;
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layerMat.SetInt("_ZWrite",ZWrite? 1:0);
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layerMat.SetFloat("_Density",Density);
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layerMat.renderQueue = 3000+RenderSort;
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||||
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mpb = new MaterialPropertyBlock();
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||||
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||||
@ -121,11 +130,11 @@ public class RongMaoSkinMesh : MonoBehaviour
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||||
// 随机生成实例的位置和旋转
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||||
for (int i = 0; i < LayerCount; i++)
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||||
{
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||||
Vector3 position = target.transform.position;
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||||
Quaternion rotation = target.transform.rotation;
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||||
Vector3 scale = Vector3.one;
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||||
//Vector3 position = target.transform.position;
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||||
//Quaternion rotation = target.transform.rotation;
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||||
//Vector3 scale = Vector3.one;
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||||
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||||
instanceMatrices[i] = Matrix4x4.TRS(position, rotation, scale);
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instanceMatrices[i] = target.transform.localToWorldMatrix;// //Matrix4x4.TRS(position, rotation, scale);
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}
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}
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@ -138,7 +147,10 @@ public class RongMaoSkinMesh : MonoBehaviour
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{
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skinnedMeshRenderer.BakeMesh(mesh);
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}
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||||
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||||
for (int i = 0; i < LayerCount; i++)
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||||
{
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||||
instanceMatrices[i] = target.transform.localToWorldMatrix;
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||||
}
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||||
layerMat.EnableKeyword("INSTANCE");
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Graphics.DrawMeshInstanced(mesh,0,layerMat,instanceMatrices,LayerCount);
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}
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||||
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||||
@ -15,6 +15,7 @@ Shader "Unlit/MaoFaF"
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_ShadowColor("ShadowColor",color)=(1,1,1,1)//由根部到顶部阴影的颜色
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_R("R",Range(0,1))=0.5
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_Density("Density",Float)=1
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//_LengthMut("LengthMut",Range(0,5))=1
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//[Enum(Off,0,On,1)]_ZWriteMode("ZWrite Mode", Int) = 1
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||||
//_FurOffset("FurOffset",vector)=(0,1,0,0)//毛发偏移方向
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@ -29,7 +30,7 @@ Shader "Unlit/MaoFaF"
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||||
{
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||||
Blend SrcAlpha OneMinusSrcAlpha
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Cull Back
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||||
ZWrite On //[_ZWriteMode]
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ZWrite [_ZWrite]//On //[_ZWriteMode]
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||||
HLSLPROGRAM
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#pragma multi_compile_instancing
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@ -77,6 +78,8 @@ Shader "Unlit/MaoFaF"
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||||
float _R;
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||||
float _LengthMut;
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||||
float _LayerCount;
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||||
int _ZWrite;
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||||
float _Density;
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||||
CBUFFER_END
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//UNITY_INSTANCING_BUFFER_START(Props)
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// UNITY_DEFINE_INSTANCED_PROP(float4,_Color)
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@ -112,7 +115,7 @@ Shader "Unlit/MaoFaF"
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//float d=sign(v.normal.z)
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float3 dir=normalize(v.normal+float3(0,-0.8,-abs(v.normal.y)*0.4));
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v.vertex.xyz=v.vertex.xyz+dir*(_LayerOffset*_LayerOffset*0.8)*_FurLength*1;
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||||
v.vertex.xyz=v.vertex.xyz+dir*(_LayerOffset*_LayerOffset*0.8)*_FurLength*1+0.0001;
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||||
//v.vertex.xyz+=mul(unity_WorldToObject,_FurOffset);//不需要位移
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o.vertex = TransformObjectToHClip(v.vertex);
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o.wpos=mul(UNITY_MATRIX_M,v.vertex);
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@ -140,8 +143,8 @@ Shader "Unlit/MaoFaF"
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mask=Remap(mask,0,1,0.8,1);
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//修改毛发的密度与重复度
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float3 noise2 = SAMPLE_TEXTURE2D(_Noise2, sampler_Noise2,i.uv*10+i.uv*(1-mask)*5);
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float3 noise = SAMPLE_TEXTURE2D(_Noise,sampler_Noise, i.uv*10+noise2*50+i.uv*(1-mask)*50);
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float3 noise2 = SAMPLE_TEXTURE2D(_Noise2, sampler_Noise2,i.uv*10*_Density+i.uv*(1-mask)*5*_Density);
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float3 noise = SAMPLE_TEXTURE2D(_Noise,sampler_Noise, i.uv*10*_Density+noise2*50*_Density+i.uv*(1-mask)*50*_Density);
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noise=lerp(noise2,noise,0.6);
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@ -159,7 +162,7 @@ Shader "Unlit/MaoFaF"
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float RdV=(dot(r,V));
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||||
//绒毛材质
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float _R=0.6;
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//float _R=0.6;
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float3 f0=0.15;
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float3 f=F_Schlick(f0,VdH);
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||||
float3 c1=D_Charlie(RdV,_R)*V_Charlie(NdL,NdV,_R)*PI*f*_MainLightColor*NdL;
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||||
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File diff suppressed because it is too large
Load Diff
@ -1,4 +1,5 @@
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||||
using FSM;
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using ZXKFramework;
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namespace DongWuYiXue.DaoNiaoShu
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{
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public class DaiWuJunShouTaoState : FsmState<FSMManager>
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@ -6,6 +7,14 @@ namespace DongWuYiXue.DaoNiaoShu
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public override void OnStateEnter()
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{
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base.OnStateEnter();
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this.Log("进入戴无菌手套状态");
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if (fsm.main_gameModel.modeType == ModeType.ShiXun)
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{
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fsm.ShowDragQuestion(0, 3, 0, () =>
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{
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fsm.nextState = true;
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});
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}
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}
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public override void OnStateStay()
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{
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@ -14,6 +23,7 @@ namespace DongWuYiXue.DaoNiaoShu
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public override void OnStateExit()
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{
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base.OnStateExit();
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fsm.nextState = false;
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}
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}
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}
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@ -7,7 +7,13 @@ namespace DongWuYiXue.DaoNiaoShu
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{
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base.OnStateEnter();
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this.Log("进入患犬准备状态");
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fsm.ShowCamera("患犬准备_Camera");
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fsm.ShowTip(0);
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fsm.PlayBgm(0);
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fsm.PlayClip("患犬准备_TimeLine", () =>
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{
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fsm.nextState = true;
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});
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}
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public override void OnStateStay()
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{
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@ -1,4 +1,7 @@
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using FSM;
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using System.Buffers;
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using UnityEngine;
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using ZXKFramework;
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namespace DongWuYiXue.DaoNiaoShu
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{
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public class TiWeiState : FsmState<FSMManager>
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@ -6,7 +9,45 @@ namespace DongWuYiXue.DaoNiaoShu
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public override void OnStateEnter()
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{
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base.OnStateEnter();
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this.Log("进入体位状态");
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fsm.Show("女助手文字位置");
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fsm.ShowCamera("体位_Camera");
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fsm.ShowTip(0);
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fsm.PlayBgm(0);
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fsm.ShowSpeakPanel(new Vector3(-25f, 85f),
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"请助手将宠物犬体位摆放为右侧卧位",
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"右侧卧位", 2, 1, SpeakAction);
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}
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private void SpeakAction(int arg1, string arg2)
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{
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switch (arg1)
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{
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case 0:
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fsm.AddScore(0, 0);
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break;
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case 1:
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if (fsm.main_gameModel.modeType == ModeType.ShiXun)
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{
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fsm.AddScore(5, 0);
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}
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if (fsm.main_gameModel.modeType == ModeType.KaoHe)
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{
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fsm.AddScore(1, 0);
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}
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break;
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case 2:
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Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
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break;
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default:
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break;
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}
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fsm.PlayClip("体位_TimeLine", () =>
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{
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fsm.nextState = true;
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});
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}
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||||
|
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public override void OnStateStay()
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{
|
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base.OnStateStay();
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@ -14,6 +55,8 @@ namespace DongWuYiXue.DaoNiaoShu
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public override void OnStateExit()
|
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{
|
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base.OnStateExit();
|
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fsm.Hide("女助手文字位置");
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fsm.nextState = false;
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}
|
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}
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}
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@ -11,10 +11,10 @@ namespace DongWuYiXue.DaoNiaoShu
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fsm.ShowCamera("WuPinZhunBei_Camera");
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if (fsm.main_gameModel.modeType == ModeType.ShiXun)
|
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{
|
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//fsm.ShowImgQuestion(0, 3, 0, () =>
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//{
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fsm.nextState = true;
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//});
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fsm.ShowImgQuestion(0, 3, 0, () =>
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{
|
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fsm.nextState = true;
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});
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}
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||||
}
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||||
public override void OnStateStay()
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||||
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||||
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65
Assets/犬导尿术/狗/Fair (2).prefab
Normal file
65
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Normal file
@ -0,0 +1,65 @@
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Loading…
x
Reference in New Issue
Block a user