This commit is contained in:
he 2025-10-29 20:37:30 +08:00
parent 2bcd6298cb
commit 0c3d1fce6d
12 changed files with 543 additions and 13 deletions

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CanvasSpeed: 245.4545
CameraSpeed: -5
CanvasMaxValues:
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@ -0,0 +1,74 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FuTiLightingCtrl : MonoBehaviour
{
// 原始材质在Inspector中赋值
public Material originalMaterial;
//所有render
public Renderer[] AllRenders;
//所有实例化的材质
private Material[] _instanceMaterials; // 实例化的材质副本
[Range(0, 20)] public float targetIntensity = 5f; // 目标强度
private float _currentIntensity;
void Start()
{
_instanceMaterials = new Material[AllRenders.Length];
for (int i = 0; i < AllRenders.Length; i++)
{
// 实例化材质副本(关键步骤)
_instanceMaterials[i] = new Material(originalMaterial);
// 将副本赋值给物体,替代原始材质
AllRenders[i].material = _instanceMaterials[i];
}
StartCoroutine(WaitTimeToLetLighting());
}
// 修改实例化材质的自发光强度
public void ChangeInstanceColor(int num)
{
_instanceMaterials[num].SetFloat("_EmissionIntensity", targetIntensity);
}
// 清理:销毁实例化的材质(避免内存泄漏)
void OnDestroy()
{
for (int i = 0;i < AllRenders.Length;i++)
{
if (_instanceMaterials[i] != null)
{
Destroy(_instanceMaterials[i]);
}
}
}
IEnumerator WaitTimeToLetLighting()
{
int num = 0;
while (true) {
yield return new WaitForSeconds(0.5f);
if (num < AllRenders.Length)
{
_instanceMaterials[num].SetFloat("_EmissionIntensity", targetIntensity);
num++;
}
else
{
foreach (var mat in _instanceMaterials)
{
mat.SetFloat("_EmissionIntensity", 0);
}
num = 0;
}
}
}
}

View File

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View File

@ -117,6 +117,11 @@ public class FuTiManager : MonoBehaviour
AllPages[pageNum].SetActive(true);
AllPages[m_curPageNum].SetActive(false);
m_curPageNum=pageNum;
if (m_curPageNum == 5)
{
QuizSystem.Instance.ToStartQuestion();
}
}
}

View File

@ -13,6 +13,8 @@ using static System.Collections.Specialized.BitVector32;
public class QuizSystem : MonoBehaviour
{
public static QuizSystem Instance;
// UI元素
public TextMeshProUGUI questionText; // 显示问题文本
public ToggleGroup optionsGroup; // 选项组,用于单选题
@ -43,6 +45,11 @@ public class QuizSystem : MonoBehaviour
//private float totalTime = 1800f; // 总时间(秒)
//private float remainingTime; // 剩余时间
private void Awake()
{
Instance = this;
}
void Start()
{
// 加载问题
@ -87,8 +94,6 @@ public class QuizSystem : MonoBehaviour
// // 时间到,自动提交
// OnSubmitButtonClicked();
//}
}
void LoadQuestions()

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Shader "Unlit/ControllableEmission"
{
Properties {
_MainColor ("基础颜色", Color) = (1,1,1,1) // 物体本身颜色
_EmissionColor ("发光颜色", Color) = (1,1,1,1) // 发光颜色
_EmissionIntensity ("发光强度", Range(0, 20)) = 1 // 发光强度
//_FlickerSpeed ("闪烁速度0=不闪烁)", Range(0, 10)) = 0 // 可选:闪烁效果
}
SubShader {
Tags { "RenderType"="Opaque" "Queue"="Geometry" }
LOD 100
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
// 顶点输入
struct appdata {
float4 vertex : POSITION;
};
// 片元输入
struct v2f {
float4 pos : SV_POSITION;
};
// Properties变量
fixed4 _MainColor;
fixed4 _EmissionColor;
float _EmissionIntensity;
//float _FlickerSpeed;
// 顶点着色器
v2f vert (appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex); // 转换顶点到裁剪空间
return o;
}
// 片元着色器(计算最终颜色)
fixed4 frag (v2f i) : SV_Target {
// 基础颜色
fixed4 col = _MainColor;
// 计算发光强度(可选:添加闪烁效果)
float intensity = _EmissionIntensity;
// if (_FlickerSpeed > 0) {
// intensity *= 0.5 + 0.5 * sin(_Time.y * _FlickerSpeed); // 0.5~1之间波动
// }
// 叠加自发光(发光颜色 * 强度)
col.rgb += _EmissionColor.rgb * intensity;
return col;
}
ENDCG
}
}
}

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@ -65,7 +65,7 @@ Material:
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- _Glossiness: 0.895
- _GlossyReflections: 1
- _Metallic: 1
- _Metallic: 0.95
- _Mode: 0
- _OcclusionStrength: 1
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