├── Assets
├── GameRes.meta
├── GameRes
│ ├── bg.prefab
│ ├── bg.prefab.meta
│ ├── linerenderer.prefab
│ ├── linerenderer.prefab.meta
│ ├── trailrenderer.prefab
│ └── trailrenderer.prefab.meta
├── RawAssets.meta
├── RawAssets
│ ├── Materials.meta
│ ├── Materials
│ │ ├── bg.mat
│ │ ├── bg.mat.meta
│ │ ├── trail.mat
│ │ ├── trail.mat.meta
│ │ ├── trail_2.mat
│ │ └── trail_2.mat.meta
│ ├── Textures.meta
│ └── Textures
│ │ ├── bg.png
│ │ ├── bg.png.meta
│ │ ├── trail.png
│ │ ├── trail.png.meta
│ │ ├── trail_2.png
│ │ └── trail_2.png.meta
├── Scenes.meta
├── Scenes
│ ├── SampleScene.unity
│ └── SampleScene.unity.meta
├── Scripts.meta
└── Scripts
│ ├── LineRendererBehaviour.cs
│ ├── LineRendererBehaviour.cs.meta
│ ├── TrailRendererBehaviour.cs
│ └── TrailRendererBehaviour.cs.meta
├── KnifeMarksEffectDemo.csproj
├── KnifeMarksEffectDemo.sln
├── Packages
├── manifest.json
└── packages-lock.json
├── ProjectSettings
├── AudioManager.asset
├── AudioManager.asset.meta
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── DynamicsManager.asset.meta
├── EditorBuildSettings.asset
├── EditorBuildSettings.asset.meta
├── EditorSettings.asset
├── EditorSettings.asset.meta
├── GraphicsSettings.asset
├── InputManager.asset
├── InputManager.asset.meta
├── NavMeshAreas.asset
├── NavMeshLayers.asset
├── NavMeshLayers.asset.meta
├── NetworkManager.asset
├── NetworkManager.asset.meta
├── PackageManagerSettings.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectSettings.asset.meta
├── ProjectVersion.txt
├── QualitySettings.asset
├── QualitySettings.asset.meta
├── TagManager.asset
├── TagManager.asset.meta
├── TimeManager.asset
├── TimeManager.asset.meta
├── UnityConnectSettings.asset
├── VFXManager.asset
└── XRSettings.asset
└── README.md
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1 | using UnityEngine;
2 |
3 | public class LineRendererBehaviour : MonoBehaviour
4 | {
5 | public LineRenderer linerenderer;
6 | ///
7 | /// 线段的z轴坐标
8 | ///
9 | const float LINE_POS_Z = 10;
10 | ///
11 | /// 线段的点的数量
12 | ///
13 | const int LINE_POS_CNT = 10;
14 |
15 | ///
16 | /// 坐标点的数组
17 | ///
18 | Vector3[] mLinePosList = new Vector3[LINE_POS_CNT];
19 |
20 | ///
21 | /// 鼠标的屏幕坐标
22 | ///
23 | Vector3 mMouseScreenPos;
24 | ///
25 | /// 是否是按下
26 | ///
27 | bool mFire = false;
28 | ///
29 | /// 上一次是否是按下
30 | ///
31 | bool mFirePre = false;
32 | ///
33 | /// 是否是刚按下
34 | ///
35 | bool mFireDown = false;
36 | ///
37 | /// 是否是抬起
38 | ///
39 | bool mFireUp = false;
40 |
41 | ///
42 | /// 坐标的起始和终止坐标点
43 | ///
44 | Vector2 mStart, mEnd;
45 |
46 |
47 | ///
48 | /// 坐标点索引
49 | ///
50 | int mLinePosIndex = 0;
51 |
52 | ///
53 | /// 线段的alpha通道值
54 | ///
55 | float mTrailAlpha = 0f;
56 |
57 |
58 | void Update()
59 | {
60 | // 鼠标的位置
61 | mMouseScreenPos = Input.mousePosition;
62 | mFireDown = false;
63 | mFireUp = false;
64 |
65 | mFire = Input.GetMouseButton(0);
66 | if (mFire && !mFirePre) mFireDown = true;
67 | if (!mFire && mFirePre) mFireUp = true;
68 | mFirePre = mFire;
69 |
70 | // 画线
71 | DrawLine();
72 | // 设置线段颜色,主要是设置alpha值,慢慢变淡
73 | SetLineColor();
74 | }
75 |
76 | void SetLineColor()
77 | {
78 | if (mTrailAlpha > 0)
79 | {
80 | // 黄色
81 | linerenderer.startColor = new Color(1, 1, 0, mTrailAlpha);
82 | // 红色
83 | linerenderer.endColor = new Color(1, 0, 0, mTrailAlpha);
84 | // 慢慢变透明
85 | mTrailAlpha -= Time.deltaTime * 2;
86 | }
87 | }
88 |
89 | ///
90 | /// 画线
91 | ///
92 | void DrawLine()
93 | {
94 | // 鼠标按下
95 | if (mFireDown)
96 | {
97 | mStart = mMouseScreenPos;
98 | mEnd = mMouseScreenPos;
99 |
100 | mLinePosIndex = 0;
101 | mTrailAlpha = 1;
102 | AddTrailPoint();
103 | }
104 |
105 | // 鼠标滑动中
106 | if (mFire)
107 | {
108 | mEnd = mMouseScreenPos;
109 | var pos1 = Camera.main.ScreenToWorldPoint(new Vector3(mStart.x, mStart.y, LINE_POS_Z));
110 | var pos2 = Camera.main.ScreenToWorldPoint(new Vector3(mEnd.x, mEnd.y, LINE_POS_Z));
111 | // 滑动距离超过0.1才算作一次有效的滑动
112 | if (Vector3.Distance(pos1, pos2) > 0.01f)
113 | {
114 | mTrailAlpha = 1;
115 | ++mLinePosIndex;
116 | // 添加坐标点到数组中
117 | AddTrailPoint();
118 | }
119 |
120 | mStart = mMouseScreenPos;
121 | }
122 |
123 | // 将坐标数组赋值给LineRenderer组件
124 | SetLineRendererPos();
125 | }
126 |
127 | ///
128 | /// 添加坐标点到数组中
129 | ///
130 | void AddTrailPoint()
131 | {
132 | if (mLinePosIndex < LINE_POS_CNT)
133 | {
134 | for (int i = mLinePosIndex; i < LINE_POS_CNT; ++i)
135 | {
136 | mLinePosList[i] = Camera.main.ScreenToWorldPoint(new Vector3(mEnd.x, mEnd.y, LINE_POS_Z));
137 | }
138 | }
139 | else
140 | {
141 | for (int i = 0; i < LINE_POS_CNT - 1; ++i)
142 | {
143 | mLinePosList[i] = mLinePosList[i + 1];
144 | }
145 | mLinePosList[LINE_POS_CNT - 1] = Camera.main.ScreenToWorldPoint(new Vector3(mEnd.x, mEnd.y, LINE_POS_Z));
146 | }
147 | }
148 |
149 | ///
150 | /// 将坐标数组赋值给LineRenderer组件
151 | ///
152 | void SetLineRendererPos()
153 | {
154 | for (int i = 0; i < LINE_POS_CNT; ++i)
155 | {
156 | linerenderer.SetPosition(i, mLinePosList[i]);
157 | }
158 | }
159 | }
160 |
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/Assets/Scripts/TrailRendererBehaviour.cs:
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1 | using UnityEngine;
2 |
3 | public class TrailRendererBehaviour : MonoBehaviour
4 | {
5 | public TrailRenderer trailrenderer;
6 | Transform mSelfTrans;
7 |
8 | ///
9 | /// 线段的z轴坐标
10 | ///
11 | const float LINE_POS_Z = 10;
12 |
13 | void Awake()
14 | {
15 | mSelfTrans = transform;
16 | }
17 |
18 |
19 | void Update()
20 | {
21 | if(Input.GetMouseButtonDown(0))
22 | {
23 | // 停止划线,防止坐标瞬移导致出现一个拖尾
24 | trailrenderer.emitting = false;
25 | var mousPos = Input.mousePosition;
26 | mSelfTrans.position = Camera.main.ScreenToWorldPoint(new Vector3(mousPos.x, mousPos.y, LINE_POS_Z));
27 | return;
28 | }
29 |
30 |
31 | if(Input.GetMouseButton(0))
32 | {
33 | trailrenderer.emitting = true;
34 | var mousPos = Input.mousePosition;
35 | mSelfTrans.position = Camera.main.ScreenToWorldPoint(new Vector3(mousPos.x, mousPos.y, LINE_POS_Z));
36 | }
37 | }
38 | }
39 |
--------------------------------------------------------------------------------
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/README.md:
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1 | # UnityLineRendererAndTrailRendererDemo
2 | 这是我使用Unity的TrialRenderer和LineRenderer两种方式实现的水果忍者切水果的刀痕效果的Demo
3 | 
4 | 
5 | 我对应的博客文章:https://blog.csdn.net/linxinfa/article/details/114367076
6 |
7 |
8 |
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