@fps-games/vfx 0.3.2 → 0.3.4
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +16 -0
- package/README.md +5 -5
- package/dist/effects/treasure-attention/index.d.ts +1 -1
- package/package.json +6 -5
- package/tooling/vfx-cli.mjs +31 -22
- package/tooling/vfx-package-resolution.mjs +8 -8
- package/docs/AUTHORING_EFFECTS.md +0 -297
- package/docs/INTEGRATION.md +0 -194
- package/docs/VFX_LIBRARY_ARCHITECTURE_chatgpt.md +0 -1580
- package/docs/VFX_LIBRARY_EXECUTION_PLAN.md +0 -229
- package/docs/VFX_LIBRARY_PLAN.md +0 -546
- package/docs/hit-flash-red-method.md +0 -155
- package/docs/treasure_attention_fx_babylonjs_guide.md +0 -901
- package/docs/vfx-ab/RESULTS.md +0 -35
- package/docs/vfx-ab/lumber-order/vehicle-exhaust-smoke/after.png +0 -0
- package/docs/vfx-ab/lumber-order/vehicle-exhaust-smoke/before.png +0 -0
- package/docs/vfx-ab/lumber-truck/vehicle-exhaust-smoke/after.png +0 -0
- package/docs/vfx-ab/lumber-truck/vehicle-exhaust-smoke/before.png +0 -0
- package/docs/vfx-integration_chatgpt.md +0 -462
- package/docs/vfx-placement-design.md +0 -164
- package/docs/weapon-trail-visualization.html +0 -241
- package/packages/EffectPackageService.ts +0 -346
- package/packages/SceneVfxService.ts +0 -96
- package/packages/build.mesh.yellow_build_upgrade_indicator/assets/runtime/simpleMeshEffect.v1.js +0 -333
- package/packages/build.mesh.yellow_build_upgrade_indicator/assets/shaders/mesh-effect-preview.frag.glsl +0 -25
- package/packages/build.mesh.yellow_build_upgrade_indicator/assets/shaders/mesh-effect-preview.vert.glsl +0 -11
- package/packages/build.mesh.yellow_build_upgrade_indicator/assets/textures/effect_jianbian.png +0 -0
- package/packages/build.mesh.yellow_build_upgrade_indicator/effect.json +0 -927
- package/packages/build.mesh.yellow_build_upgrade_indicator/media/contact-sheet.png +0 -0
- package/packages/build.mesh.yellow_build_upgrade_indicator/media/preview.gif +0 -0
- package/packages/build.mesh.yellow_build_upgrade_indicator/media/preview.mp4 +0 -0
- package/packages/build.mesh.yellow_build_upgrade_indicator/media/preview.webm +0 -0
- package/packages/build.mesh.yellow_build_upgrade_indicator/media/thumbnail.png +0 -0
- package/packages/build.mesh.yellow_build_upgrade_indicator/metadata/description.json +0 -197
- package/packages/build.mesh.yellow_build_upgrade_indicator/provenance/03-effect.original.json +0 -895
- package/packages/build.mesh.yellow_build_upgrade_indicator/provenance/03-normalized-vfx-to-babylon-report.json +0 -241
- package/packages/build.mesh.yellow_build_upgrade_indicator/provenance/04-preview-overrides.json +0 -542
- package/packages/build.mesh.yellow_build_upgrade_indicator/provenance/04-preview-tuning-report.json +0 -69
- package/packages/build.mesh.yellow_build_upgrade_indicator/provenance/asset-map.json +0 -125
- package/packages/build.mesh.yellow_build_upgrade_indicator/provenance/lineage.json +0 -44
- package/packages/build.particle.golden_upgrade_starburst/assets/runtime/particleEmitter.v1.js +0 -210
- package/packages/build.particle.golden_upgrade_starburst/assets/textures/effect_guangdian.png +0 -0
- package/packages/build.particle.golden_upgrade_starburst/effect.json +0 -880
- package/packages/build.particle.golden_upgrade_starburst/media/contact-sheet.png +0 -0
- package/packages/build.particle.golden_upgrade_starburst/media/preview.gif +0 -0
- package/packages/build.particle.golden_upgrade_starburst/media/preview.mp4 +0 -0
- package/packages/build.particle.golden_upgrade_starburst/media/preview.webm +0 -0
- package/packages/build.particle.golden_upgrade_starburst/media/thumbnail.png +0 -0
- package/packages/build.particle.golden_upgrade_starburst/metadata/description.json +0 -161
- package/packages/build.particle.golden_upgrade_starburst/provenance/03-effect.original.json +0 -762
- package/packages/build.particle.golden_upgrade_starburst/provenance/03-normalized-vfx-to-babylon-report.json +0 -260
- package/packages/build.particle.golden_upgrade_starburst/provenance/04-preview-overrides.json +0 -436
- package/packages/build.particle.golden_upgrade_starburst/provenance/04-preview-tuning-report.json +0 -40
- package/packages/build.particle.golden_upgrade_starburst/provenance/asset-map.json +0 -115
- package/packages/build.particle.golden_upgrade_starburst/provenance/lineage.json +0 -40
- package/packages/build.particle.orange_upgrade_transform_sparks/assets/runtime/particleEmitter.v1.js +0 -210
- package/packages/build.particle.orange_upgrade_transform_sparks/assets/textures/b5b27ab1-e740-4398-b407-848fc2b2c897.png +0 -0
- package/packages/build.particle.orange_upgrade_transform_sparks/effect.json +0 -887
- package/packages/build.particle.orange_upgrade_transform_sparks/media/preview.gif +0 -0
- package/packages/build.particle.orange_upgrade_transform_sparks/media/preview.mp4 +0 -0
- package/packages/build.particle.orange_upgrade_transform_sparks/media/preview.webm +0 -0
- package/packages/build.particle.orange_upgrade_transform_sparks/media/thumbnail.png +0 -0
- package/packages/build.particle.orange_upgrade_transform_sparks/metadata/description.json +0 -179
- package/packages/build.particle.orange_upgrade_transform_sparks/provenance/03-effect.original.json +0 -859
- package/packages/build.particle.orange_upgrade_transform_sparks/provenance/03-normalized-vfx-to-babylon-report.json +0 -260
- package/packages/build.particle.orange_upgrade_transform_sparks/provenance/04-preview-overrides.json +0 -478
- package/packages/build.particle.orange_upgrade_transform_sparks/provenance/04-preview-tuning-report.json +0 -40
- package/packages/build.particle.orange_upgrade_transform_sparks/provenance/asset-map.json +0 -114
- package/packages/build.particle.orange_upgrade_transform_sparks/provenance/lineage.json +0 -41
- package/packages/build.particle.wood_chip_dust_burst/assets/runtime/particleEmitter.v1.js +0 -210
- package/packages/build.particle.wood_chip_dust_burst/assets/textures/effect_yanwu4.png +0 -0
- package/packages/build.particle.wood_chip_dust_burst/assets/textures/suipian3.png +0 -0
- package/packages/build.particle.wood_chip_dust_burst/effect.json +0 -1400
- package/packages/build.particle.wood_chip_dust_burst/media/contact-sheet.png +0 -0
- package/packages/build.particle.wood_chip_dust_burst/media/preview.gif +0 -0
- package/packages/build.particle.wood_chip_dust_burst/media/preview.mp4 +0 -0
- package/packages/build.particle.wood_chip_dust_burst/media/preview.webm +0 -0
- package/packages/build.particle.wood_chip_dust_burst/media/thumbnail.png +0 -0
- package/packages/build.particle.wood_chip_dust_burst/metadata/description.json +0 -173
- package/packages/build.particle.wood_chip_dust_burst/provenance/03-effect.original.json +0 -1277
- package/packages/build.particle.wood_chip_dust_burst/provenance/03-normalized-vfx-to-babylon-report.json +0 -329
- package/packages/build.particle.wood_chip_dust_burst/provenance/04-preview-overrides.json +0 -749
- package/packages/build.particle.wood_chip_dust_burst/provenance/04-preview-tuning-report.json +0 -60
- package/packages/build.particle.wood_chip_dust_burst/provenance/asset-map.json +0 -146
- package/packages/build.particle.wood_chip_dust_burst/provenance/lineage.json +0 -69
- package/packages/effects/building-upgrade/effect.json +0 -6
- package/packages/effects/building-upgrade/index.ts +0 -387
- package/packages/effects/character-entrance/effect.json +0 -6
- package/packages/effects/character-entrance/index.ts +0 -308
- package/packages/effects/coin-burst/index.ts +0 -48
- package/packages/effects/comet-trail-flame/assets/textures/trail_5x4.webp +0 -0
- package/packages/effects/comet-trail-flame/index.ts +0 -107
- package/packages/effects/conveyor-upgrade/effect.json +0 -6
- package/packages/effects/conveyor-upgrade/index.ts +0 -401
- package/packages/effects/debris-smoke/assets/models/rock_debris.glb +0 -0
- package/packages/effects/debris-smoke/assets/textures/smoke22.webp +0 -0
- package/packages/effects/debris-smoke/index.ts +0 -102
- package/packages/effects/door_open_gold_flakes/assets/runtime/goldFlakes.v1.js +0 -397
- package/packages/effects/door_open_gold_flakes/door_open_gold_flakes.json +0 -498
- package/packages/effects/door_open_gold_flakes/index.ts +0 -11
- package/packages/effects/electric-arc/assets/textures/spark_4x4.webp +0 -0
- package/packages/effects/electric-arc/index.ts +0 -63
- package/packages/effects/energy-shield/effect.json +0 -7
- package/packages/effects/energy-shield/index.ts +0 -432
- package/packages/effects/explosion/assets/textures/baozha29.webp +0 -0
- package/packages/effects/explosion/assets/textures/glow01.webp +0 -0
- package/packages/effects/explosion/assets/textures/lizi01.webp +0 -0
- package/packages/effects/explosion/assets/textures/xulie_lizibaozha02_5x5.webp +0 -0
- package/packages/effects/explosion/index.ts +0 -115
- package/packages/effects/ground-tile-upgrade/effect.json +0 -6
- package/packages/effects/ground-tile-upgrade/index.ts +0 -410
- package/packages/effects/hit-flash/index.ts +0 -77
- package/packages/effects/laser-beam/assets/textures/laser_glow.webp +0 -0
- package/packages/effects/laser-beam/assets/textures/laser_noise.webp +0 -0
- package/packages/effects/laser-beam/index.ts +0 -6
- package/packages/effects/laser-beam-factory.ts +0 -146
- package/packages/effects/lumber-cart-suction/effect.json +0 -6
- package/packages/effects/lumber-cart-suction/index.ts +0 -399
- package/packages/effects/lumber-debris-scatter/assets/models/lumber_prop_model.glb +0 -0
- package/packages/effects/lumber-debris-scatter/assets/models/lumber_prop_model.glb.versions/.active +0 -1
- package/packages/effects/lumber-debris-scatter/assets/models/lumber_prop_model.glb.versions/1781589063890_upload.glb +0 -0
- package/packages/effects/lumber-debris-scatter/assets/runtime/solidParticleScatter.v1.js +0 -236
- package/packages/effects/lumber-debris-scatter/effect.json +0 -228
- package/packages/effects/lumber-debris-scatter/index.ts +0 -780
- package/packages/effects/lumber_vehicle_gear_spin/assets/runtime/gearSpin.v1.js +0 -202
- package/packages/effects/lumber_vehicle_gear_spin/index.ts +0 -11
- package/packages/effects/lumber_vehicle_gear_spin/lumber_vehicle_gear_spin.json +0 -338
- package/packages/effects/lumber_vehicle_upgrade_aura/assets/runtime/upgradeAura.v1.js +0 -353
- package/packages/effects/lumber_vehicle_upgrade_aura/index.ts +0 -13
- package/packages/effects/lumber_vehicle_upgrade_aura/lumber_vehicle_upgrade_aura.json +0 -365
- package/packages/effects/lumber_vehicle_wood_chips/assets/runtime/solidParticleScatter.v1.js +0 -310
- package/packages/effects/lumber_vehicle_wood_chips/index.ts +0 -11
- package/packages/effects/lumber_vehicle_wood_chips/lumber_vehicle_wood_chips.json +0 -335
- package/packages/effects/monster-hit/index.ts +0 -129
- package/packages/effects/player-upgrade/effect.json +0 -6
- package/packages/effects/player-upgrade/index.ts +0 -640
- package/packages/effects/pulse-laser-volley/assets/textures/bolt_guangshu.webp +0 -0
- package/packages/effects/pulse-laser-volley/index.ts +0 -215
- package/packages/effects/resource-collect-sparkles/effect.json +0 -6
- package/packages/effects/resource-collect-sparkles/index.ts +0 -254
- package/packages/effects/run-footstep-dust/assets/runtime/runFootstepDust.v1.js +0 -215
- package/packages/effects/run-footstep-dust/effect.json +0 -183
- package/packages/effects/run-footstep-dust/index.ts +0 -377
- package/packages/effects/space-shared.ts +0 -120
- package/packages/effects/thruster-flame/index.ts +0 -306
- package/packages/effects/treasure-attention/effect.json +0 -7
- package/packages/effects/treasure-attention/index.ts +0 -630
- package/packages/effects/tree-chop-dust/assets/textures/tree_chop_dust_atlas.png +0 -0
- package/packages/effects/tree-chop-dust/effect.json +0 -8
- package/packages/effects/tree-chop-dust/index.ts +0 -202
- package/packages/effects/tree-leaf-chop-burst/assets/runtime/particleEmitter.v1.js +0 -303
- package/packages/effects/tree-leaf-chop-burst/assets/textures/tree_leaf_chop_burst_leaf_atlas.png +0 -0
- package/packages/effects/tree-leaf-chop-burst/effect.json +0 -498
- package/packages/effects/tree-leaf-chop-burst/index.ts +0 -294
- package/packages/effects/tree_chop_dust_burst/assets/runtime/particleEmitter.v1.js +0 -318
- package/packages/effects/tree_chop_dust_burst/assets/textures/tree_chop_dust_burst_dust.png +0 -0
- package/packages/effects/tree_chop_dust_burst/index.ts +0 -13
- package/packages/effects/tree_chop_dust_burst/tree_chop_dust_burst.json +0 -412
- package/packages/effects/ufo-thread-flame/assets/textures/flame_flow.webp +0 -0
- package/packages/effects/ufo-thread-flame/assets/textures/flame_spike.webp +0 -0
- package/packages/effects/ufo-thread-flame/index.ts +0 -153
- package/packages/effects/vehicle-exhaust-smoke/assets/textures/vehicle_exhaust_smoke_atlas.png +0 -0
- package/packages/effects/vehicle-exhaust-smoke/effect.json +0 -8
- package/packages/effects/vehicle-exhaust-smoke/index.ts +0 -298
- package/packages/effects/vehicle-upgrade/effect.json +0 -6
- package/packages/effects/vehicle-upgrade/index.ts +0 -404
- package/packages/effects/weapon-trail/assets/textures/trail_wedge.png +0 -0
- package/packages/effects/weapon-trail/index.ts +0 -317
- package/packages/effects/wood-crusher-sawdust/assets/runtime/particleEmitter.v1.js +0 -312
- package/packages/effects/wood-crusher-sawdust/assets/textures/wood_crusher_sawdust_dust.png +0 -0
- package/packages/effects/wood-crusher-sawdust/assets/textures/wood_crusher_sawdust_fiber.png +0 -0
- package/packages/effects/wood-crusher-sawdust/index.ts +0 -43
- package/packages/effects/wood-crusher-sawdust/wood_crusher_sawdust.json +0 -592
- package/packages/effects/wood-cutter-sawdust/assets/runtime/particleEmitter.v1.js +0 -312
- package/packages/effects/wood-cutter-sawdust/assets/textures/wood_cutter_sawdust_chip.png +0 -0
- package/packages/effects/wood-cutter-sawdust/assets/textures/wood_cutter_sawdust_dust.png +0 -0
- package/packages/effects/wood-cutter-sawdust/index.ts +0 -43
- package/packages/effects/wood-cutter-sawdust/wood_cutter_sawdust.json +0 -592
- package/packages/effects/wood-sawdust-effect-factory.ts +0 -194
- package/packages/effects/wood_crusher_sawdust/assets/runtime/particleEmitter.v1.js +0 -318
- package/packages/effects/wood_crusher_sawdust/assets/textures/wood_crusher_sawdust_dust.png +0 -0
- package/packages/effects/wood_crusher_sawdust/assets/textures/wood_crusher_sawdust_fiber.png +0 -0
- package/packages/effects/wood_crusher_sawdust/index.ts +0 -29
- package/packages/effects/wood_crusher_sawdust/wood_crusher_sawdust.json +0 -592
- package/packages/effects/wood_cutter_sawdust/assets/runtime/particleEmitter.v1.js +0 -318
- package/packages/effects/wood_cutter_sawdust/assets/textures/wood_cutter_sawdust_chip.png +0 -0
- package/packages/effects/wood_cutter_sawdust/assets/textures/wood_cutter_sawdust_dust.png +0 -0
- package/packages/effects/wood_cutter_sawdust/index.ts +0 -29
- package/packages/effects/wood_cutter_sawdust/wood_cutter_sawdust.json +0 -592
- package/packages/effects/wood_peel_material_test/assets/runtime/woodPeelMaterialTest.v1.js +0 -196
- package/packages/effects/wood_peel_material_test/index.ts +0 -11
- package/packages/effects/wood_peel_material_test/wood_peel_material_test.json +0 -136
- package/packages/env.particle.forest_edge_fog/assets/runtime/particleEmitter.v1.js +0 -210
- package/packages/env.particle.forest_edge_fog/assets/textures/f12a23c4-b924-4322-a260-3d982428f1e8.png +0 -0
- package/packages/env.particle.forest_edge_fog/assets/textures/yuan.png +0 -0
- package/packages/env.particle.forest_edge_fog/effect.json +0 -854
- package/packages/env.particle.forest_edge_fog/media/preview.gif +0 -0
- package/packages/env.particle.forest_edge_fog/media/preview.mp4 +0 -0
- package/packages/env.particle.forest_edge_fog/media/preview.webm +0 -0
- package/packages/env.particle.forest_edge_fog/media/thumbnail.png +0 -0
- package/packages/env.particle.forest_edge_fog/metadata/description.json +0 -148
- package/packages/env.particle.forest_edge_fog/provenance/03-effect.original.json +0 -827
- package/packages/env.particle.forest_edge_fog/provenance/03-normalized-vfx-to-babylon-report.json +0 -196
- package/packages/env.particle.forest_edge_fog/provenance/04-preview-overrides.json +0 -432
- package/packages/env.particle.forest_edge_fog/provenance/04-preview-tuning-report.json +0 -28
- package/packages/env.particle.forest_edge_fog/provenance/asset-map.json +0 -124
- package/packages/env.particle.forest_edge_fog/provenance/lineage.json +0 -41
- package/packages/generation.ts +0 -14
- package/packages/index.ts +0 -14
- package/packages/legacy-particle-runtime.ts +0 -113
- package/packages/manifestRuntimePackage.ts +0 -519
- package/packages/registry.ts +0 -85
- package/packages/rendering.ts +0 -13
- package/packages/resource.particle.viscous_oil_suction/assets/runtime/top_disk_suction/particleEmitter.v1.js +0 -424
- package/packages/resource.particle.viscous_oil_suction/assets/textures/Glow ad.png +0 -0
- package/packages/resource.particle.viscous_oil_suction/effect.json +0 -1254
- package/packages/resource.particle.viscous_oil_suction/media/preview.gif +0 -0
- package/packages/resource.particle.viscous_oil_suction/media/preview.mp4 +0 -0
- package/packages/resource.particle.viscous_oil_suction/media/preview.webm +0 -0
- package/packages/resource.particle.viscous_oil_suction/media/thumbnail.png +0 -0
- package/packages/resource.particle.viscous_oil_suction/metadata/description.json +0 -122
- package/packages/resource.particle.viscous_oil_suction/provenance/03-effect.original.json +0 -1051
- package/packages/resource.particle.viscous_oil_suction/provenance/03-normalized-vfx-to-babylon-report.json +0 -200
- package/packages/resource.particle.viscous_oil_suction/provenance/04-preview-overrides.json +0 -581
- package/packages/resource.particle.viscous_oil_suction/provenance/04-preview-tuning-report.json +0 -28
- package/packages/resource.particle.viscous_oil_suction/provenance/asset-map.json +0 -111
- package/packages/resource.particle.viscous_oil_suction/provenance/lineage.json +0 -45
- package/packages/types.ts +0 -195
- package/tooling/check-dist-runtime.mjs +0 -166
- package/tooling/generate-index.mjs +0 -55
- package/tooling/test-guardrails.mjs +0 -157
- package/tooling/validate-boundary.mjs +0 -92
- package/tooling/validate-effects.mjs +0 -304
- package/tooling/validate.mjs +0 -53
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# 宝藏注意力特效实现文档
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目标:实现一个类似截图中“宝藏/掉落物周围发光、闪烁、旋转”的游戏特效,用来吸引玩家注意。主实现目标是 **Babylon.js**。本文档也包含 Canvas 2D 原型思路,方便本地 coding agent 先快速验证视觉节奏。
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---
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## 1. 视觉拆解
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这个特效可以拆成 5 层,从下到上绘制:
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1. **地面柔光光斑**
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## 2. Babylon.js 实现原则
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建议实现为一个可复用函数:
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```js
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const fx = createTreasureAttentionFx(scene, targetMesh, options);
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```
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44
|
-
|
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45
|
-
其中:
|
|
46
|
-
|
|
47
|
-
- `scene`:Babylon.js 场景。
|
|
48
|
-
- `targetMesh`:宝藏 mesh、掉落物 mesh 或任意带 `getAbsolutePosition()` 的对象。
|
|
49
|
-
- `options`:半径、粒子密度、旋转速度、发光强度等参数。
|
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50
|
-
|
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51
|
-
核心设计:
|
|
52
|
-
|
|
53
|
-
- 不依赖外部图片资源。
|
|
54
|
-
- 所有光纹贴图用 `BABYLON.DynamicTexture` 现场绘制。
|
|
55
|
-
- 使用 unlit/additive 材质,避免受到场景灯光影响。
|
|
56
|
-
- 使用 `ParticleSystem` 做上浮闪片。
|
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57
|
-
- 使用 `GlowLayer` 增强发光,但生产环境建议复用全局 `GlowLayer`。
|
|
58
|
-
- 暴露 `setEnabled()` 和 `dispose()`,方便对象池或掉落物生命周期管理。
|
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59
|
-
|
|
60
|
-
---
|
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61
|
-
|
|
62
|
-
## 3. 推荐文件结构
|
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63
|
-
|
|
64
|
-
建议 coding agent 创建:
|
|
65
|
-
|
|
66
|
-
```txt
|
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67
|
-
src/
|
|
68
|
-
effects/
|
|
69
|
-
createTreasureAttentionFx.js
|
|
70
|
-
```
|
|
71
|
-
|
|
72
|
-
如果项目是 TypeScript,可以改成:
|
|
73
|
-
|
|
74
|
-
```txt
|
|
75
|
-
src/
|
|
76
|
-
effects/
|
|
77
|
-
createTreasureAttentionFx.ts
|
|
78
|
-
```
|
|
79
|
-
|
|
80
|
-
并给 `options` 补类型即可。
|
|
81
|
-
|
|
82
|
-
---
|
|
83
|
-
|
|
84
|
-
## 4. Babylon.js 完整实现代码
|
|
85
|
-
|
|
86
|
-
> 下面代码可以直接作为 `createTreasureAttentionFx.js` 使用。
|
|
87
|
-
> 默认假设 Babylon.js 已经通过全局变量 `BABYLON` 可用。如果项目使用模块化导入,可以把 `BABYLON` 替换成 import 进来的命名空间。
|
|
88
|
-
|
|
89
|
-
```js
|
|
90
|
-
export function createTreasureAttentionFx(scene, target, options = {}) {
|
|
91
|
-
const B = BABYLON;
|
|
92
|
-
|
|
93
|
-
const o = Object.assign({
|
|
94
|
-
radius: 1.15,
|
|
95
|
-
yOffset: 0.05,
|
|
96
|
-
height: 1.35,
|
|
97
|
-
rays: 9,
|
|
98
|
-
rayWidth: 0.34,
|
|
99
|
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spinSpeed: 0.85,
|
|
100
|
-
particleRate: 42,
|
|
101
|
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glowIntensity: 0.7,
|
|
102
|
-
glowLayer: null
|
|
103
|
-
}, options);
|
|
104
|
-
|
|
105
|
-
const root = new B.TransformNode("treasureAttentionFx", scene);
|
|
106
|
-
const raysRoot = new B.TransformNode("treasureAttentionFx_rays", scene);
|
|
107
|
-
raysRoot.parent = root;
|
|
108
|
-
|
|
109
|
-
const textures = [];
|
|
110
|
-
const materials = [];
|
|
111
|
-
const meshes = [];
|
|
112
|
-
|
|
113
|
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const paleGold = new B.Color3(1.0, 0.94, 0.35);
|
|
114
|
-
|
|
115
|
-
const makeTex = (name, size, draw) => {
|
|
116
|
-
const tex = new B.DynamicTexture(name, { width: size, height: size }, scene, false);
|
|
117
|
-
tex.hasAlpha = true;
|
|
118
|
-
tex.wrapU = tex.wrapV = B.Texture.CLAMP_ADDRESSMODE;
|
|
119
|
-
|
|
120
|
-
const ctx = tex.getContext();
|
|
121
|
-
ctx.clearRect(0, 0, size, size);
|
|
122
|
-
draw(ctx, size);
|
|
123
|
-
tex.update(false);
|
|
124
|
-
|
|
125
|
-
textures.push(tex);
|
|
126
|
-
return tex;
|
|
127
|
-
};
|
|
128
|
-
|
|
129
|
-
const makeAddMat = (name, tex, alpha = 1) => {
|
|
130
|
-
const mat = new B.StandardMaterial(name, scene);
|
|
131
|
-
mat.diffuseTexture = tex;
|
|
132
|
-
mat.emissiveTexture = tex;
|
|
133
|
-
mat.emissiveColor = paleGold;
|
|
134
|
-
mat.diffuseColor = B.Color3.Black();
|
|
135
|
-
mat.alpha = alpha;
|
|
136
|
-
mat.disableLighting = true;
|
|
137
|
-
mat.backFaceCulling = false;
|
|
138
|
-
mat.useAlphaFromDiffuseTexture = true;
|
|
139
|
-
mat.transparencyMode = B.Material.MATERIAL_ALPHABLEND;
|
|
140
|
-
mat.alphaMode = B.Engine.ALPHA_ADD;
|
|
141
|
-
|
|
142
|
-
// 贴地光效容易和地面深度冲突,关闭 depth write 可以减少闪烁。
|
|
143
|
-
// 如果项目有严格的透明物排序策略,可以按项目规则调整。
|
|
144
|
-
mat.disableDepthWrite = true;
|
|
145
|
-
|
|
146
|
-
materials.push(mat);
|
|
147
|
-
return mat;
|
|
148
|
-
};
|
|
149
|
-
|
|
150
|
-
const auraTex = makeTex("treasureFx_auraTex", 256, (ctx, s) => {
|
|
151
|
-
const c = s / 2;
|
|
152
|
-
const g = ctx.createRadialGradient(c, c, 0, c, c, c);
|
|
153
|
-
g.addColorStop(0.00, "rgba(255,255,190,0.85)");
|
|
154
|
-
g.addColorStop(0.25, "rgba(255,235,80,0.45)");
|
|
155
|
-
g.addColorStop(0.55, "rgba(255,210,30,0.16)");
|
|
156
|
-
g.addColorStop(1.00, "rgba(255,210,30,0.00)");
|
|
157
|
-
ctx.fillStyle = g;
|
|
158
|
-
ctx.fillRect(0, 0, s, s);
|
|
159
|
-
});
|
|
160
|
-
|
|
161
|
-
const ringTex = makeTex("treasureFx_ringTex", 256, (ctx, s) => {
|
|
162
|
-
const c = s / 2;
|
|
163
|
-
|
|
164
|
-
ctx.shadowColor = "rgba(255,245,120,0.9)";
|
|
165
|
-
ctx.shadowBlur = s * 0.05;
|
|
166
|
-
|
|
167
|
-
ctx.strokeStyle = "rgba(255,242,80,0.78)";
|
|
168
|
-
ctx.lineWidth = s * 0.035;
|
|
169
|
-
ctx.beginPath();
|
|
170
|
-
ctx.arc(c, c, s * 0.31, 0, Math.PI * 2);
|
|
171
|
-
ctx.stroke();
|
|
172
|
-
|
|
173
|
-
ctx.lineWidth = s * 0.012;
|
|
174
|
-
ctx.strokeStyle = "rgba(255,255,220,0.85)";
|
|
175
|
-
ctx.beginPath();
|
|
176
|
-
ctx.arc(c, c, s * 0.42, 0, Math.PI * 2);
|
|
177
|
-
ctx.stroke();
|
|
178
|
-
});
|
|
179
|
-
|
|
180
|
-
const rayTex = makeTex("treasureFx_rayTex", 256, (ctx, s) => {
|
|
181
|
-
const g = ctx.createLinearGradient(0, 0, s, 0);
|
|
182
|
-
g.addColorStop(0.00, "rgba(255,255,170,0.00)");
|
|
183
|
-
g.addColorStop(0.18, "rgba(255,250,110,0.70)");
|
|
184
|
-
g.addColorStop(0.55, "rgba(255,220,45,0.34)");
|
|
185
|
-
g.addColorStop(1.00, "rgba(255,210,25,0.00)");
|
|
186
|
-
|
|
187
|
-
ctx.fillStyle = g;
|
|
188
|
-
ctx.beginPath();
|
|
189
|
-
ctx.moveTo(0, s * 0.50);
|
|
190
|
-
ctx.quadraticCurveTo(s * 0.45, s * 0.10, s, s * 0.18);
|
|
191
|
-
ctx.lineTo(s, s * 0.82);
|
|
192
|
-
ctx.quadraticCurveTo(s * 0.45, s * 0.90, 0, s * 0.50);
|
|
193
|
-
ctx.closePath();
|
|
194
|
-
ctx.fill();
|
|
195
|
-
});
|
|
196
|
-
|
|
197
|
-
const beamTex = makeTex("treasureFx_beamTex", 256, (ctx, s) => {
|
|
198
|
-
const c = s / 2;
|
|
199
|
-
|
|
200
|
-
const radial = ctx.createRadialGradient(c, c, 0, c, c, c * 0.55);
|
|
201
|
-
radial.addColorStop(0.00, "rgba(255,255,220,0.75)");
|
|
202
|
-
radial.addColorStop(0.28, "rgba(255,245,100,0.35)");
|
|
203
|
-
radial.addColorStop(1.00, "rgba(255,220,40,0.00)");
|
|
204
|
-
ctx.fillStyle = radial;
|
|
205
|
-
ctx.fillRect(0, 0, s, s);
|
|
206
|
-
|
|
207
|
-
const vertical = ctx.createLinearGradient(0, 0, 0, s);
|
|
208
|
-
vertical.addColorStop(0.00, "rgba(255,255,220,0.00)");
|
|
209
|
-
vertical.addColorStop(0.42, "rgba(255,245,90,0.42)");
|
|
210
|
-
vertical.addColorStop(0.62, "rgba(255,245,90,0.42)");
|
|
211
|
-
vertical.addColorStop(1.00, "rgba(255,220,30,0.00)");
|
|
212
|
-
ctx.fillStyle = vertical;
|
|
213
|
-
ctx.fillRect(s * 0.43, 0, s * 0.14, s);
|
|
214
|
-
});
|
|
215
|
-
|
|
216
|
-
const sparkleTex = makeTex("treasureFx_sparkleTex", 128, (ctx, s) => {
|
|
217
|
-
const c = s / 2;
|
|
218
|
-
|
|
219
|
-
ctx.save();
|
|
220
|
-
ctx.translate(c, c);
|
|
221
|
-
ctx.shadowColor = "rgba(255,245,120,1)";
|
|
222
|
-
ctx.shadowBlur = s * 0.12;
|
|
223
|
-
ctx.fillStyle = "rgba(255,255,210,0.95)";
|
|
224
|
-
|
|
225
|
-
ctx.beginPath();
|
|
226
|
-
for (let i = 0; i < 8; i++) {
|
|
227
|
-
const a = i * Math.PI / 4;
|
|
228
|
-
const r = i % 2 === 0 ? s * 0.42 : s * 0.12;
|
|
229
|
-
const x = Math.cos(a) * r;
|
|
230
|
-
const y = Math.sin(a) * r;
|
|
231
|
-
i ? ctx.lineTo(x, y) : ctx.moveTo(x, y);
|
|
232
|
-
}
|
|
233
|
-
ctx.closePath();
|
|
234
|
-
ctx.fill();
|
|
235
|
-
|
|
236
|
-
ctx.restore();
|
|
237
|
-
});
|
|
238
|
-
|
|
239
|
-
const auraMat = makeAddMat("treasureFx_auraMat", auraTex, 0.85);
|
|
240
|
-
const ringMat = makeAddMat("treasureFx_ringMat", ringTex, 0.95);
|
|
241
|
-
const rayMat = makeAddMat("treasureFx_rayMat", rayTex, 0.9);
|
|
242
|
-
const beamMat = makeAddMat("treasureFx_beamMat", beamTex, 0.72);
|
|
243
|
-
|
|
244
|
-
const aura = B.MeshBuilder.CreatePlane("treasureFx_aura", { size: o.radius * 2.55 }, scene);
|
|
245
|
-
aura.rotation.x = Math.PI / 2;
|
|
246
|
-
aura.position.y = 0.025;
|
|
247
|
-
aura.material = auraMat;
|
|
248
|
-
aura.parent = root;
|
|
249
|
-
aura.renderingGroupId = 2;
|
|
250
|
-
meshes.push(aura);
|
|
251
|
-
|
|
252
|
-
const ring = B.MeshBuilder.CreatePlane("treasureFx_ring", { size: o.radius * 2.15 }, scene);
|
|
253
|
-
ring.rotation.x = Math.PI / 2;
|
|
254
|
-
ring.position.y = 0.04;
|
|
255
|
-
ring.material = ringMat;
|
|
256
|
-
ring.parent = root;
|
|
257
|
-
ring.renderingGroupId = 2;
|
|
258
|
-
meshes.push(ring);
|
|
259
|
-
|
|
260
|
-
const beam = B.MeshBuilder.CreatePlane("treasureFx_beam", {
|
|
261
|
-
width: o.radius * 1.05,
|
|
262
|
-
height: o.height
|
|
263
|
-
}, scene);
|
|
264
|
-
beam.position.y = o.height * 0.52;
|
|
265
|
-
beam.billboardMode = B.Mesh.BILLBOARDMODE_Y;
|
|
266
|
-
beam.material = beamMat;
|
|
267
|
-
beam.parent = root;
|
|
268
|
-
beam.renderingGroupId = 2;
|
|
269
|
-
meshes.push(beam);
|
|
270
|
-
|
|
271
|
-
const createRayMesh = (name, length, width) => {
|
|
272
|
-
const mesh = new B.Mesh(name, scene);
|
|
273
|
-
|
|
274
|
-
const positions = [
|
|
275
|
-
0, 0, -width * 0.50,
|
|
276
|
-
length, 0, -width * 0.12,
|
|
277
|
-
length, 0, width * 0.12,
|
|
278
|
-
0, 0, width * 0.50
|
|
279
|
-
];
|
|
280
|
-
|
|
281
|
-
const indices = [0, 1, 2, 0, 2, 3];
|
|
282
|
-
const normals = [];
|
|
283
|
-
B.VertexData.ComputeNormals(positions, indices, normals);
|
|
284
|
-
|
|
285
|
-
const vd = new B.VertexData();
|
|
286
|
-
vd.positions = positions;
|
|
287
|
-
vd.indices = indices;
|
|
288
|
-
vd.normals = normals;
|
|
289
|
-
vd.uvs = [0, 0, 1, 0, 1, 1, 0, 1];
|
|
290
|
-
vd.applyToMesh(mesh, true);
|
|
291
|
-
|
|
292
|
-
return mesh;
|
|
293
|
-
};
|
|
294
|
-
|
|
295
|
-
const rays = [];
|
|
296
|
-
for (let i = 0; i < o.rays; i++) {
|
|
297
|
-
const angle = i / o.rays * Math.PI * 2;
|
|
298
|
-
const length = o.radius * (0.95 + (i % 3) * 0.13);
|
|
299
|
-
const width = o.rayWidth * (0.8 + (i % 2) * 0.22);
|
|
300
|
-
|
|
301
|
-
const ray = createRayMesh(`treasureFx_ray_${i}`, length, width);
|
|
302
|
-
ray.parent = raysRoot;
|
|
303
|
-
ray.rotation.y = angle;
|
|
304
|
-
ray.position.y = 0.055 + i * 0.001;
|
|
305
|
-
ray.material = rayMat;
|
|
306
|
-
ray.renderingGroupId = 2;
|
|
307
|
-
|
|
308
|
-
rays.push(ray);
|
|
309
|
-
meshes.push(ray);
|
|
310
|
-
}
|
|
311
|
-
|
|
312
|
-
const emitter = new B.Mesh("treasureFx_particleEmitter", scene);
|
|
313
|
-
emitter.isVisible = false;
|
|
314
|
-
emitter.parent = root;
|
|
315
|
-
meshes.push(emitter);
|
|
316
|
-
|
|
317
|
-
const ps = new B.ParticleSystem("treasureFx_sparkles", 160, scene);
|
|
318
|
-
ps.particleTexture = sparkleTex;
|
|
319
|
-
ps.emitter = emitter;
|
|
320
|
-
|
|
321
|
-
ps.minEmitBox = new B.Vector3(-o.radius * 0.45, 0.15, -o.radius * 0.45);
|
|
322
|
-
ps.maxEmitBox = new B.Vector3( o.radius * 0.45, 0.55, o.radius * 0.45);
|
|
323
|
-
|
|
324
|
-
ps.color1 = new B.Color4(1, 0.92, 0.24, 0.95);
|
|
325
|
-
ps.color2 = new B.Color4(1, 1, 0.72, 0.75);
|
|
326
|
-
ps.colorDead = new B.Color4(1, 0.75, 0.15, 0);
|
|
327
|
-
|
|
328
|
-
ps.minSize = 0.045;
|
|
329
|
-
ps.maxSize = 0.13;
|
|
330
|
-
ps.minLifeTime = 0.45;
|
|
331
|
-
ps.maxLifeTime = 0.95;
|
|
332
|
-
ps.emitRate = o.particleRate;
|
|
333
|
-
ps.blendMode = B.ParticleSystem.BLENDMODE_ADD;
|
|
334
|
-
|
|
335
|
-
ps.gravity = new B.Vector3(0, -0.04, 0);
|
|
336
|
-
ps.direction1 = new B.Vector3(-0.12, 0.55, -0.12);
|
|
337
|
-
ps.direction2 = new B.Vector3( 0.12, 0.95, 0.12);
|
|
338
|
-
ps.minAngularSpeed = -4;
|
|
339
|
-
ps.maxAngularSpeed = 4;
|
|
340
|
-
ps.minEmitPower = 0.18;
|
|
341
|
-
ps.maxEmitPower = 0.42;
|
|
342
|
-
ps.updateSpeed = 0.016;
|
|
343
|
-
|
|
344
|
-
ps.start();
|
|
345
|
-
|
|
346
|
-
const ownsGlow = !o.glowLayer;
|
|
347
|
-
const glow = o.glowLayer || new B.GlowLayer("treasureFx_glowLayer", scene, { blurKernelSize: 32 });
|
|
348
|
-
|
|
349
|
-
if (ownsGlow) {
|
|
350
|
-
glow.intensity = o.glowIntensity;
|
|
351
|
-
}
|
|
352
|
-
|
|
353
|
-
if (glow.addIncludedOnlyMesh) {
|
|
354
|
-
meshes.filter(m => m.material).forEach(m => glow.addIncludedOnlyMesh(m));
|
|
355
|
-
}
|
|
356
|
-
|
|
357
|
-
const syncRoot = () => {
|
|
358
|
-
if (!target) {
|
|
359
|
-
root.position.set(0, o.yOffset, 0);
|
|
360
|
-
return;
|
|
361
|
-
}
|
|
362
|
-
|
|
363
|
-
if (typeof target.getAbsolutePosition === "function") {
|
|
364
|
-
const p = target.getAbsolutePosition();
|
|
365
|
-
root.position.set(p.x, p.y + o.yOffset, p.z);
|
|
366
|
-
return;
|
|
367
|
-
}
|
|
368
|
-
|
|
369
|
-
root.position.set(target.x || 0, (target.y || 0) + o.yOffset, target.z || 0);
|
|
370
|
-
};
|
|
371
|
-
|
|
372
|
-
let time = 0;
|
|
373
|
-
|
|
374
|
-
const observer = scene.onBeforeRenderObservable.add(() => {
|
|
375
|
-
const dt = scene.getEngine().getDeltaTime() * 0.001;
|
|
376
|
-
time += dt;
|
|
377
|
-
syncRoot();
|
|
378
|
-
|
|
379
|
-
const pulse = 0.5 + 0.5 * Math.sin(time * 5.2);
|
|
380
|
-
|
|
381
|
-
aura.scaling.setAll(0.96 + pulse * 0.11);
|
|
382
|
-
aura.visibility = 0.72 + pulse * 0.24;
|
|
383
|
-
|
|
384
|
-
ring.rotation.z += dt * 0.65;
|
|
385
|
-
ring.scaling.setAll(0.94 + pulse * 0.08);
|
|
386
|
-
ring.visibility = 0.55 + pulse * 0.36;
|
|
387
|
-
|
|
388
|
-
beam.scaling.x = 0.85 + pulse * 0.28;
|
|
389
|
-
beam.visibility = 0.35 + pulse * 0.28;
|
|
390
|
-
|
|
391
|
-
raysRoot.rotation.y += dt * o.spinSpeed;
|
|
392
|
-
|
|
393
|
-
for (let i = 0; i < rays.length; i++) {
|
|
394
|
-
const q = 0.5 + 0.5 * Math.sin(time * 4.4 + i * 0.9);
|
|
395
|
-
rays[i].visibility = 0.42 + q * 0.42;
|
|
396
|
-
rays[i].scaling.x = 0.92 + q * 0.18;
|
|
397
|
-
rays[i].scaling.z = 0.82 + q * 0.35;
|
|
398
|
-
}
|
|
399
|
-
|
|
400
|
-
// 不建议在复用全局 GlowLayer 时反复改全局 intensity,
|
|
401
|
-
// 因为会影响场景里其他发光对象。
|
|
402
|
-
if (ownsGlow) {
|
|
403
|
-
glow.intensity = o.glowIntensity * (0.75 + pulse * 0.35);
|
|
404
|
-
}
|
|
405
|
-
});
|
|
406
|
-
|
|
407
|
-
syncRoot();
|
|
408
|
-
|
|
409
|
-
return {
|
|
410
|
-
root,
|
|
411
|
-
particleSystem: ps,
|
|
412
|
-
meshes,
|
|
413
|
-
materials,
|
|
414
|
-
textures,
|
|
415
|
-
|
|
416
|
-
setEnabled(enabled) {
|
|
417
|
-
root.setEnabled(enabled);
|
|
418
|
-
if (enabled) {
|
|
419
|
-
ps.start();
|
|
420
|
-
} else {
|
|
421
|
-
ps.stop();
|
|
422
|
-
}
|
|
423
|
-
},
|
|
424
|
-
|
|
425
|
-
setTarget(nextTarget) {
|
|
426
|
-
target = nextTarget;
|
|
427
|
-
syncRoot();
|
|
428
|
-
},
|
|
429
|
-
|
|
430
|
-
dispose() {
|
|
431
|
-
scene.onBeforeRenderObservable.remove(observer);
|
|
432
|
-
|
|
433
|
-
ps.dispose();
|
|
434
|
-
|
|
435
|
-
meshes.forEach(m => {
|
|
436
|
-
if (m && !m.isDisposed()) {
|
|
437
|
-
m.dispose();
|
|
438
|
-
}
|
|
439
|
-
});
|
|
440
|
-
|
|
441
|
-
materials.forEach(m => {
|
|
442
|
-
if (m) {
|
|
443
|
-
m.dispose();
|
|
444
|
-
}
|
|
445
|
-
});
|
|
446
|
-
|
|
447
|
-
textures.forEach(t => {
|
|
448
|
-
if (t) {
|
|
449
|
-
t.dispose();
|
|
450
|
-
}
|
|
451
|
-
});
|
|
452
|
-
|
|
453
|
-
root.dispose();
|
|
454
|
-
|
|
455
|
-
if (ownsGlow) {
|
|
456
|
-
glow.dispose();
|
|
457
|
-
}
|
|
458
|
-
}
|
|
459
|
-
};
|
|
460
|
-
}
|
|
461
|
-
```
|
|
462
|
-
|
|
463
|
-
---
|
|
464
|
-
|
|
465
|
-
## 5. 使用示例
|
|
466
|
-
|
|
467
|
-
### 5.1 普通用法
|
|
468
|
-
|
|
469
|
-
```js
|
|
470
|
-
import { createTreasureAttentionFx } from "./effects/createTreasureAttentionFx.js";
|
|
471
|
-
|
|
472
|
-
const treasure = scene.getMeshByName("TreasureChest");
|
|
473
|
-
|
|
474
|
-
const fx = createTreasureAttentionFx(scene, treasure, {
|
|
475
|
-
radius: 1.05,
|
|
476
|
-
yOffset: 0.04,
|
|
477
|
-
height: 1.25,
|
|
478
|
-
particleRate: 55,
|
|
479
|
-
glowIntensity: 0.8
|
|
480
|
-
});
|
|
481
|
-
```
|
|
482
|
-
|
|
483
|
-
### 5.2 复用全局 GlowLayer
|
|
484
|
-
|
|
485
|
-
如果一个场景里有多个宝藏/掉落物,不要每个特效都创建一个 `GlowLayer`。推荐全局复用:
|
|
486
|
-
|
|
487
|
-
```js
|
|
488
|
-
const sharedGlow = new BABYLON.GlowLayer("sharedGlow", scene, {
|
|
489
|
-
blurKernelSize: 32
|
|
490
|
-
});
|
|
491
|
-
|
|
492
|
-
sharedGlow.intensity = 0.65;
|
|
493
|
-
|
|
494
|
-
const fx1 = createTreasureAttentionFx(scene, treasureA, {
|
|
495
|
-
glowLayer: sharedGlow,
|
|
496
|
-
radius: 1.1
|
|
497
|
-
});
|
|
498
|
-
|
|
499
|
-
const fx2 = createTreasureAttentionFx(scene, treasureB, {
|
|
500
|
-
glowLayer: sharedGlow,
|
|
501
|
-
radius: 0.9,
|
|
502
|
-
particleRate: 30
|
|
503
|
-
});
|
|
504
|
-
```
|
|
505
|
-
|
|
506
|
-
### 5.3 跟随掉落物对象池
|
|
507
|
-
|
|
508
|
-
```js
|
|
509
|
-
const fx = createTreasureAttentionFx(scene, dropMesh, {
|
|
510
|
-
radius: 0.9,
|
|
511
|
-
particleRate: 35
|
|
512
|
-
});
|
|
513
|
-
|
|
514
|
-
dropMesh.onDisposeObservable.add(() => {
|
|
515
|
-
fx.dispose();
|
|
516
|
-
});
|
|
517
|
-
```
|
|
518
|
-
|
|
519
|
-
如果掉落物对象池复用 mesh,可以保留 fx,切换 target:
|
|
520
|
-
|
|
521
|
-
```js
|
|
522
|
-
fx.setTarget(newDropMesh);
|
|
523
|
-
fx.setEnabled(true);
|
|
524
|
-
```
|
|
525
|
-
|
|
526
|
-
---
|
|
527
|
-
|
|
528
|
-
## 6. 参数说明
|
|
529
|
-
|
|
530
|
-
| 参数 | 默认值 | 说明 |
|
|
531
|
-
|---|---:|---|
|
|
532
|
-
| `radius` | `1.15` | 地面光斑和星芒半径。宝物越大,这个值越大。 |
|
|
533
|
-
| `yOffset` | `0.05` | 特效根节点相对目标位置的 Y 偏移。用于避免地面 z-fighting。 |
|
|
534
|
-
| `height` | `1.35` | 竖向柔光高度。 |
|
|
535
|
-
| `rays` | `9` | 星芒光束数量。建议 7~12。 |
|
|
536
|
-
| `rayWidth` | `0.34` | 单片星芒宽度。 |
|
|
537
|
-
| `spinSpeed` | `0.85` | 星芒旋转速度,单位大致是 rad/s。 |
|
|
538
|
-
| `particleRate` | `42` | 每秒发射的闪片数量。移动端建议 20~35。 |
|
|
539
|
-
| `glowIntensity` | `0.7` | 自建 GlowLayer 时使用的强度。复用全局 GlowLayer 时不主动改全局强度。 |
|
|
540
|
-
| `glowLayer` | `null` | 可传入项目里的共享 GlowLayer。 |
|
|
541
|
-
|
|
542
|
-
---
|
|
543
|
-
|
|
544
|
-
## 7. 调参建议
|
|
545
|
-
|
|
546
|
-
### 更像“稀有宝藏”
|
|
547
|
-
|
|
548
|
-
```js
|
|
549
|
-
createTreasureAttentionFx(scene, treasure, {
|
|
550
|
-
radius: 1.35,
|
|
551
|
-
height: 1.6,
|
|
552
|
-
rays: 11,
|
|
553
|
-
particleRate: 70,
|
|
554
|
-
spinSpeed: 1.1,
|
|
555
|
-
glowIntensity: 0.95
|
|
556
|
-
});
|
|
557
|
-
```
|
|
558
|
-
|
|
559
|
-
### 更像“普通可拾取物”
|
|
560
|
-
|
|
561
|
-
```js
|
|
562
|
-
createTreasureAttentionFx(scene, drop, {
|
|
563
|
-
radius: 0.75,
|
|
564
|
-
height: 0.8,
|
|
565
|
-
rays: 7,
|
|
566
|
-
particleRate: 20,
|
|
567
|
-
spinSpeed: 0.55,
|
|
568
|
-
glowIntensity: 0.45
|
|
569
|
-
});
|
|
570
|
-
```
|
|
571
|
-
|
|
572
|
-
### 更像“任务目标/交互点”
|
|
573
|
-
|
|
574
|
-
```js
|
|
575
|
-
createTreasureAttentionFx(scene, interactable, {
|
|
576
|
-
radius: 1.0,
|
|
577
|
-
height: 1.1,
|
|
578
|
-
particleRate: 15,
|
|
579
|
-
spinSpeed: 0.35
|
|
580
|
-
});
|
|
581
|
-
```
|
|
582
|
-
|
|
583
|
-
---
|
|
584
|
-
|
|
585
|
-
## 8. 需要 coding agent 注意的坑
|
|
586
|
-
|
|
587
|
-
### 8.1 地面 z-fighting
|
|
588
|
-
|
|
589
|
-
贴地 plane 如果和地面完全重合,可能闪烁。
|
|
590
|
-
|
|
591
|
-
解决方式:
|
|
592
|
-
|
|
593
|
-
- `aura.position.y = 0.025`
|
|
594
|
-
- `ring.position.y = 0.04`
|
|
595
|
-
- `ray.position.y = 0.055 + i * 0.001`
|
|
596
|
-
- 材质设置 `disableDepthWrite = true`
|
|
597
|
-
- 必要时把 `renderingGroupId` 设置到透明特效组。
|
|
598
|
-
|
|
599
|
-
### 8.2 透明排序
|
|
600
|
-
|
|
601
|
-
多个透明 mesh 相互叠加时可能排序异常。
|
|
602
|
-
|
|
603
|
-
建议:
|
|
604
|
-
|
|
605
|
-
- 所有光效材质使用 additive blending。
|
|
606
|
-
- 特效 mesh 的 `renderingGroupId` 保持一致。
|
|
607
|
-
- 复杂场景中可以把地面光、竖向光、粒子拆成不同 rendering group。
|
|
608
|
-
|
|
609
|
-
### 8.3 GlowLayer 复用
|
|
610
|
-
|
|
611
|
-
`GlowLayer.intensity` 是全局属性,会影响这个 GlowLayer 下所有发光对象。
|
|
612
|
-
|
|
613
|
-
建议:
|
|
614
|
-
|
|
615
|
-
- 场景只有一个宝藏特效时,可以让函数内部创建 GlowLayer。
|
|
616
|
-
- 场景中有多个发光对象时,传入共享 GlowLayer。
|
|
617
|
-
- 传入共享 GlowLayer 时,不要在每个特效实例里每帧修改 `glow.intensity`。
|
|
618
|
-
|
|
619
|
-
### 8.4 顶视角相机
|
|
620
|
-
|
|
621
|
-
如果相机几乎纯俯视,单个竖向 billboard plane 可能不明显。
|
|
622
|
-
|
|
623
|
-
可选优化:
|
|
624
|
-
|
|
625
|
-
- 加两片互相垂直的竖向 beam plane。
|
|
626
|
-
- 或者只保留地面光斑、星芒、粒子,不使用竖向 beam。
|
|
627
|
-
|
|
628
|
-
### 8.5 移动端性能
|
|
629
|
-
|
|
630
|
-
如果场景中同时存在很多宝藏特效:
|
|
631
|
-
|
|
632
|
-
- 粒子池数量从 `160` 降到 `80`。
|
|
633
|
-
- `particleRate` 降到 `15~30`。
|
|
634
|
-
- `rays` 降到 `6~8`。
|
|
635
|
-
- 复用全局 `GlowLayer`。
|
|
636
|
-
- 尽量只给屏幕内或玩家附近的物体开启特效。
|
|
637
|
-
|
|
638
|
-
---
|
|
639
|
-
|
|
640
|
-
## 9. Canvas 2D 原型做法
|
|
641
|
-
|
|
642
|
-
Canvas 版不直接用于 Babylon 场景,但很适合快速调视觉节奏。绘制顺序和 Babylon 版一致:
|
|
643
|
-
|
|
644
|
-
1. 画地面椭圆径向渐变。
|
|
645
|
-
2. 画旋转光束。
|
|
646
|
-
3. 画竖向柔光。
|
|
647
|
-
4. 画脉冲光环。
|
|
648
|
-
5. 更新并绘制上浮闪片。
|
|
649
|
-
|
|
650
|
-
核心伪代码:
|
|
651
|
-
|
|
652
|
-
```js
|
|
653
|
-
class TreasureAttentionFx2D {
|
|
654
|
-
constructor() {
|
|
655
|
-
this.particles = [];
|
|
656
|
-
this.radius = 90;
|
|
657
|
-
this.particleRate = 48;
|
|
658
|
-
this.spinSpeed = 0.85;
|
|
659
|
-
}
|
|
660
|
-
|
|
661
|
-
update(dt, x, y) {
|
|
662
|
-
this.emit(dt, x, y);
|
|
663
|
-
|
|
664
|
-
for (const p of this.particles) {
|
|
665
|
-
p.age += dt;
|
|
666
|
-
p.x += p.vx * dt;
|
|
667
|
-
p.y += p.vy * dt;
|
|
668
|
-
p.rot += p.spin * dt;
|
|
669
|
-
}
|
|
670
|
-
|
|
671
|
-
this.particles = this.particles.filter(p => p.age < p.life);
|
|
672
|
-
}
|
|
673
|
-
|
|
674
|
-
emit(dt, x, y) {
|
|
675
|
-
const count = this.particleRate * dt;
|
|
676
|
-
this._carry = (this._carry || 0) + count;
|
|
677
|
-
|
|
678
|
-
while (this._carry >= 1) {
|
|
679
|
-
this._carry -= 1;
|
|
680
|
-
|
|
681
|
-
const a = Math.random() * Math.PI * 2;
|
|
682
|
-
const r = Math.random() * this.radius * 0.35;
|
|
683
|
-
|
|
684
|
-
this.particles.push({
|
|
685
|
-
x: x + Math.cos(a) * r,
|
|
686
|
-
y: y + Math.sin(a) * r * 0.35 - 12,
|
|
687
|
-
vx: (Math.random() - 0.5) * 18,
|
|
688
|
-
vy: -35 - Math.random() * 45,
|
|
689
|
-
age: 0,
|
|
690
|
-
life: 0.55 + Math.random() * 0.7,
|
|
691
|
-
size: 4 + Math.random() * 7,
|
|
692
|
-
rot: Math.random() * Math.PI * 2,
|
|
693
|
-
spin: -5 + Math.random() * 10
|
|
694
|
-
});
|
|
695
|
-
}
|
|
696
|
-
}
|
|
697
|
-
|
|
698
|
-
draw(ctx, x, y, t) {
|
|
699
|
-
const pulse = 0.5 + 0.5 * Math.sin(t * 5.2);
|
|
700
|
-
|
|
701
|
-
this.drawGroundAura(ctx, x, y, pulse);
|
|
702
|
-
this.drawRays(ctx, x, y - 8, t, pulse);
|
|
703
|
-
this.drawVerticalGlow(ctx, x, y - 32, pulse);
|
|
704
|
-
this.drawPulseRing(ctx, x, y, pulse);
|
|
705
|
-
this.drawParticles(ctx);
|
|
706
|
-
}
|
|
707
|
-
|
|
708
|
-
drawGroundAura(ctx, x, y, pulse) {
|
|
709
|
-
const r = this.radius * (0.95 + pulse * 0.12);
|
|
710
|
-
|
|
711
|
-
ctx.save();
|
|
712
|
-
ctx.translate(x, y);
|
|
713
|
-
ctx.scale(1, 0.42);
|
|
714
|
-
|
|
715
|
-
const g = ctx.createRadialGradient(0, 0, 0, 0, 0, r);
|
|
716
|
-
g.addColorStop(0.00, "rgba(255,255,180,0.78)");
|
|
717
|
-
g.addColorStop(0.35, "rgba(255,225,55,0.32)");
|
|
718
|
-
g.addColorStop(1.00, "rgba(255,210,20,0)");
|
|
719
|
-
|
|
720
|
-
ctx.fillStyle = g;
|
|
721
|
-
ctx.beginPath();
|
|
722
|
-
ctx.arc(0, 0, r, 0, Math.PI * 2);
|
|
723
|
-
ctx.fill();
|
|
724
|
-
|
|
725
|
-
ctx.restore();
|
|
726
|
-
}
|
|
727
|
-
|
|
728
|
-
drawRays(ctx, x, y, t, pulse) {
|
|
729
|
-
const rays = 9;
|
|
730
|
-
const base = t * this.spinSpeed;
|
|
731
|
-
|
|
732
|
-
ctx.save();
|
|
733
|
-
ctx.translate(x, y);
|
|
734
|
-
ctx.globalCompositeOperation = "lighter";
|
|
735
|
-
|
|
736
|
-
for (let i = 0; i < rays; i++) {
|
|
737
|
-
const a = base + i / rays * Math.PI * 2;
|
|
738
|
-
const len = this.radius * (0.75 + (i % 3) * 0.09);
|
|
739
|
-
const width = 10 + (i % 2) * 7;
|
|
740
|
-
const alpha = 0.18 + 0.18 * Math.sin(t * 4.4 + i * 0.9) + pulse * 0.08;
|
|
741
|
-
|
|
742
|
-
ctx.save();
|
|
743
|
-
ctx.rotate(a);
|
|
744
|
-
const g = ctx.createLinearGradient(0, 0, len, 0);
|
|
745
|
-
g.addColorStop(0.00, `rgba(255,255,180,${alpha})`);
|
|
746
|
-
g.addColorStop(0.38, `rgba(255,230,45,${alpha * 0.8})`);
|
|
747
|
-
g.addColorStop(1.00, "rgba(255,210,20,0)");
|
|
748
|
-
|
|
749
|
-
ctx.fillStyle = g;
|
|
750
|
-
ctx.beginPath();
|
|
751
|
-
ctx.moveTo(0, -width);
|
|
752
|
-
ctx.quadraticCurveTo(len * 0.45, -width * 1.4, len, -width * 0.25);
|
|
753
|
-
ctx.lineTo(len, width * 0.25);
|
|
754
|
-
ctx.quadraticCurveTo(len * 0.45, width * 1.4, 0, width);
|
|
755
|
-
ctx.closePath();
|
|
756
|
-
ctx.fill();
|
|
757
|
-
ctx.restore();
|
|
758
|
-
}
|
|
759
|
-
|
|
760
|
-
ctx.restore();
|
|
761
|
-
}
|
|
762
|
-
|
|
763
|
-
drawVerticalGlow(ctx, x, y, pulse) {
|
|
764
|
-
const h = this.radius * 1.25;
|
|
765
|
-
const w = this.radius * (0.65 + pulse * 0.16);
|
|
766
|
-
|
|
767
|
-
ctx.save();
|
|
768
|
-
ctx.translate(x, y - h * 0.35);
|
|
769
|
-
ctx.globalCompositeOperation = "lighter";
|
|
770
|
-
|
|
771
|
-
const g = ctx.createRadialGradient(0, 0, 0, 0, 0, h);
|
|
772
|
-
g.addColorStop(0.00, "rgba(255,255,220,0.28)");
|
|
773
|
-
g.addColorStop(0.32, "rgba(255,238,80,0.15)");
|
|
774
|
-
g.addColorStop(1.00, "rgba(255,220,20,0)");
|
|
775
|
-
|
|
776
|
-
ctx.scale(w / h, 1);
|
|
777
|
-
ctx.fillStyle = g;
|
|
778
|
-
ctx.beginPath();
|
|
779
|
-
ctx.arc(0, 0, h, 0, Math.PI * 2);
|
|
780
|
-
ctx.fill();
|
|
781
|
-
|
|
782
|
-
ctx.restore();
|
|
783
|
-
}
|
|
784
|
-
|
|
785
|
-
drawPulseRing(ctx, x, y, pulse) {
|
|
786
|
-
ctx.save();
|
|
787
|
-
ctx.translate(x, y);
|
|
788
|
-
ctx.scale(1, 0.42);
|
|
789
|
-
ctx.globalCompositeOperation = "lighter";
|
|
790
|
-
|
|
791
|
-
for (let i = 0; i < 2; i++) {
|
|
792
|
-
const k = (pulse + i * 0.5) % 1;
|
|
793
|
-
const r = this.radius * (0.42 + k * 0.36);
|
|
794
|
-
const a = 0.45 * (1 - k);
|
|
795
|
-
|
|
796
|
-
ctx.strokeStyle = `rgba(255,245,95,${a})`;
|
|
797
|
-
ctx.lineWidth = 3;
|
|
798
|
-
ctx.beginPath();
|
|
799
|
-
ctx.arc(0, 0, r, 0, Math.PI * 2);
|
|
800
|
-
ctx.stroke();
|
|
801
|
-
}
|
|
802
|
-
|
|
803
|
-
ctx.restore();
|
|
804
|
-
}
|
|
805
|
-
|
|
806
|
-
drawParticles(ctx) {
|
|
807
|
-
ctx.save();
|
|
808
|
-
ctx.globalCompositeOperation = "lighter";
|
|
809
|
-
|
|
810
|
-
for (const p of this.particles) {
|
|
811
|
-
const k = p.age / p.life;
|
|
812
|
-
const alpha = Math.sin((1 - k) * Math.PI) * 0.95;
|
|
813
|
-
|
|
814
|
-
ctx.save();
|
|
815
|
-
ctx.translate(p.x, p.y);
|
|
816
|
-
ctx.rotate(p.rot);
|
|
817
|
-
ctx.scale(1, 0.72);
|
|
818
|
-
|
|
819
|
-
ctx.fillStyle = `rgba(255,255,210,${alpha})`;
|
|
820
|
-
ctx.shadowColor = "rgba(255,235,70,0.95)";
|
|
821
|
-
ctx.shadowBlur = p.size * 1.4;
|
|
822
|
-
|
|
823
|
-
ctx.beginPath();
|
|
824
|
-
ctx.moveTo(0, -p.size);
|
|
825
|
-
ctx.lineTo(p.size * 0.28, -p.size * 0.28);
|
|
826
|
-
ctx.lineTo(p.size, 0);
|
|
827
|
-
ctx.lineTo(p.size * 0.28, p.size * 0.28);
|
|
828
|
-
ctx.lineTo(0, p.size);
|
|
829
|
-
ctx.lineTo(-p.size * 0.28, p.size * 0.28);
|
|
830
|
-
ctx.lineTo(-p.size, 0);
|
|
831
|
-
ctx.lineTo(-p.size * 0.28, -p.size * 0.28);
|
|
832
|
-
ctx.closePath();
|
|
833
|
-
ctx.fill();
|
|
834
|
-
|
|
835
|
-
ctx.restore();
|
|
836
|
-
}
|
|
837
|
-
|
|
838
|
-
ctx.restore();
|
|
839
|
-
}
|
|
840
|
-
}
|
|
841
|
-
```
|
|
842
|
-
|
|
843
|
-
Canvas 主循环:
|
|
844
|
-
|
|
845
|
-
```js
|
|
846
|
-
const canvas = document.querySelector("canvas");
|
|
847
|
-
const ctx = canvas.getContext("2d");
|
|
848
|
-
const fx = new TreasureAttentionFx2D();
|
|
849
|
-
|
|
850
|
-
let last = performance.now();
|
|
851
|
-
let time = 0;
|
|
852
|
-
|
|
853
|
-
function tick(now) {
|
|
854
|
-
const dt = Math.min(0.033, (now - last) / 1000);
|
|
855
|
-
last = now;
|
|
856
|
-
time += dt;
|
|
857
|
-
|
|
858
|
-
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
|
859
|
-
|
|
860
|
-
const x = canvas.width * 0.5;
|
|
861
|
-
const y = canvas.height * 0.62;
|
|
862
|
-
|
|
863
|
-
fx.update(dt, x, y);
|
|
864
|
-
fx.draw(ctx, x, y, time);
|
|
865
|
-
|
|
866
|
-
requestAnimationFrame(tick);
|
|
867
|
-
}
|
|
868
|
-
|
|
869
|
-
requestAnimationFrame(tick);
|
|
870
|
-
```
|
|
871
|
-
|
|
872
|
-
---
|
|
873
|
-
|
|
874
|
-
## 10. 验收标准
|
|
875
|
-
|
|
876
|
-
coding agent 实现后,用下面标准检查:
|
|
877
|
-
|
|
878
|
-
- 宝藏周围有明显金黄色柔光。
|
|
879
|
-
- 地面有慢速旋转的星芒,能吸引注意但不刺眼。
|
|
880
|
-
- 光环有脉冲感。
|
|
881
|
-
- 有少量小闪片上浮并淡出。
|
|
882
|
-
- 特效能跟随目标 mesh 移动。
|
|
883
|
-
- `setEnabled(false)` 后粒子停止,root 隐藏。
|
|
884
|
-
- `dispose()` 后没有残留 mesh、texture、material、observer、particle system。
|
|
885
|
-
- 多个宝藏同时存在时帧率稳定。
|
|
886
|
-
- 共享 `GlowLayer` 时不会异常改变其他发光物体强度。
|
|
887
|
-
- 从斜俯视/isometric 相机看,效果仍然清楚。
|
|
888
|
-
|
|
889
|
-
---
|
|
890
|
-
|
|
891
|
-
## 11. 建议的实现任务拆分
|
|
892
|
-
|
|
893
|
-
给本地 coding agent 的任务可以拆成:
|
|
894
|
-
|
|
895
|
-
1. 新建 `src/effects/createTreasureAttentionFx.js`。
|
|
896
|
-
2. 粘贴 Babylon.js 实现代码。
|
|
897
|
-
3. 在宝藏/掉落物生成逻辑中调用 `createTreasureAttentionFx(scene, treasureMesh, options)`。
|
|
898
|
-
4. 项目已有全局 `GlowLayer` 时,作为 `options.glowLayer` 传入。
|
|
899
|
-
5. 在宝藏销毁、拾取、隐藏时调用 `fx.dispose()` 或 `fx.setEnabled(false)`。
|
|
900
|
-
6. 根据实际模型尺寸调整 `radius`、`yOffset`、`height`。
|
|
901
|
-
7. 在目标平台上压测多个实例,必要时降低 `particleRate`、`rays` 和粒子池数量。
|