Merge pull request 'feature/chanting-gfx-logic' (#436) from feature/chanting-gfx-logic into develop

Reviewed-on: https://git.pthub.vn/Unity/perfect-world-unity/pulls/436
This commit is contained in:
namth
2026-05-16 03:34:32 +00:00
71 changed files with 375810 additions and 15570 deletions
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View File
@@ -86,6 +86,7 @@ public class GFX_BINDING : FX_BINDING_BASE
bool _destroyScheduled;
/// <summary>Prefab baseline local rotation (before event euler). Keeps correct orientation after reparent to hook. / 预制体基准本地旋转(事件欧拉之前),重挂到挂点后仍保持正确朝向</summary>
Quaternion _prefabLocalRot = Quaternion.identity;
Vector3 _prefabPosition = Vector3.zero;
public GFX_BINDING(A3DCombActDynData pDynData) : base(pDynData)
{
@@ -167,18 +168,38 @@ public class GFX_BINDING : FX_BINDING_BASE
if (!string.IsNullOrEmpty(fx.m_strHookName))
{
hookT = host.GetHook(fx.m_strHookName, true);
Debug.Log("GFX_BINDING Render: " + fx.m_strHookName + " " + hookT.name);
#if UNITY_EDITOR
if (hookT == null)
BMLogger.LogWarning($"[GFX_BINDING.Render] Hook '{fx.m_strHookName}' not found; GFX stays on character root.");
#endif
}
if (hookT != null)
m_pGfx.transform.SetParent(hookT, false);
Quaternion eventLocalRot = _prefabLocalRot *
Quaternion.Euler(
RadianToFloat(fx.m_fPitch),
RadianToFloat(fx.m_fYaw),
RadianToFloat(fx.m_fRot)
);
Vector3 hookLocalPos = _prefabPosition + EC_Utility.ToVector3(fx.m_vOffset);
m_pGfx.transform.localPosition = EC_Utility.ToVector3(fx.m_vOffset);
m_pGfx.transform.localRotation = _prefabLocalRot * Quaternion.Euler(fx.m_fPitch, fx.m_fYaw, fx.m_fRot);
if (hookT != null)
{
if (fx.m_bBindParent)
m_pGfx.transform.SetParent(hookT, false);
else
{
// Keep under model root; align to hook world pose once (no bone follow). / 不切到挂点,仅取挂点世界位姿对齐一次(不随骨骼动)
m_pGfx.transform.SetPositionAndRotation(
hookT.TransformPoint(hookLocalPos),
hookT.rotation * eventLocalRot);
}
}
if (hookT == null || fx.m_bBindParent)
{
m_pGfx.transform.localPosition = hookLocalPos;
m_pGfx.transform.localRotation = eventLocalRot;
}
}
else
{
@@ -192,6 +213,10 @@ public class GFX_BINDING : FX_BINDING_BASE
if (_ps != null)
_ps.Play();
isStartPlaying = true;
}
public float RadianToFloat(float f)
{
return f * 180 / Mathf.PI;
}
public override void UpdateParam(CECModel pECModel, int nDeltaTime)
{
@@ -204,8 +229,9 @@ public class GFX_BINDING : FX_BINDING_BASE
m_pInfo.m_dwTimeSpan = (int)(_ps.main.duration * 1000);
}
}
public void SetGfx(GameObject gfx, Quaternion prefabRotation) {
public void SetGfx(GameObject gfx, Quaternion prefabRotation, Vector3 prefabPosition) {
m_pGfx = gfx;
_prefabPosition = prefabPosition;
_prefabLocalRot = prefabRotation;
m_pGfx.transform.localRotation = prefabRotation;
}
@@ -379,6 +405,7 @@ public class A3DCombActDynData
GFX:
{
path = "gfx/" + path;
Debug.Log("[GFX_BINDING] LoadFXFromEventList: " + path);
GameObject prefab = await AddressableManager.Instance.LoadPrefabAsync(path);
GFX_BINDING fx = new GFX_BINDING(this);
if(prefab != null && m_pECModel != null)
@@ -386,7 +413,8 @@ public class A3DCombActDynData
var gfx = GameObject.Instantiate(prefab, m_pECModel.transform);
gfx.SetActive(false);
Quaternion prefabRotation = prefab.transform.rotation;
fx.SetGfx(gfx,prefabRotation);
Vector3 prefabPosition = prefab.transform.position;
fx.SetGfx(gfx,prefabRotation,prefabPosition);
}
else if (prefab == null)
{
@@ -396,7 +424,8 @@ public class A3DCombActDynData
var gfx = GameObject.Instantiate(prefab2, m_pECModel.transform);
gfx.SetActive(false);
Quaternion prefabRotation = prefab2.transform.rotation;
fx.SetGfx(gfx,prefabRotation);
Vector3 prefabPosition = prefab2.transform.position;
fx.SetGfx(gfx,prefabRotation,prefabPosition);
}
if(fx != null)
@@ -602,17 +631,14 @@ public class A3DCombActDynData
{
if(m_pAct.IsLooping())
{
Debug.Log($" m_pAct.m_nLoops == -1 m_nCurLoop:{m_nCurLoop} ");
return false;
}
if(m_nCurLoop >= m_pAct.m_nLoops)
{
Debug.Log($" m_nCurLoop >= m_pAct.m_nLoops m_nCurLoop:{m_nCurLoop} m_pAct.m_nLoops:{m_pAct.m_nLoops} ");
return true;
}
if(m_pAct.m_ActLst.Count == 0)
{
Debug.Log($" m_pAct.m_ActLst.Count == 0 m_nCurLoop:{m_nCurLoop} m_pAct.m_ActLst.Count:{m_pAct.m_ActLst.Count} ");
return true;
}
return false;
+236
View File
@@ -0,0 +1,236 @@
KK:
人物/技能/武侠/寸力.gfx
人物/技能/武侠/寸力施放.gfx
人物/技能/武侠/虎跃吟唱.gfx
人物/技能/武侠/虎跃预备.gfx
人物/技能/武侠/狮子吼预备1.gfx
人物/技能/武侠/狮子吼预备3.gfx
人物/技能/武侠/狮子吼施放.gfx
人物/技能/武侠/狮子吼施放3.gfx
人物/技能/武侠/狮子吼施放2.gfx
人物/技能/武侠/狮子吼施放1.gfx
人物/技能/武侠/断岩斩预备.gfx
人物/技能/武侠/断岩斩施放.gfx
人物/技能/武侠/横扫千军预备.gfx
人物/技能/武侠/横扫千军施放.gfx
人物/技能/武侠/龙现预备.gfx
人物/技能/武侠/龙现施放.gfx
人物/技能/武侠/流水.gfx
人物/技能/武侠/流水11.gfx
人物/技能/武侠/流水1111.gfx
人物/技能/武侠/流水11施放.gfx
人物/技能/武侠/流水11111.gfx
人物/技能/武侠/霸王龙飞预备1.gfx
人物/技能/武侠/天火狂龙吟唱1.gfx
人物/技能/武侠/火龙纹.gfx
人物/技能/武侠/火龙纹3.gfx
人物/技能/武侠/狂龙斩1.gfx
人物/技能/武侠/火龙纹4.gfx
人物/技能/武侠/天火狂龙施放3.gfx
人物/技能/武侠/霸王断岳预备.gfx
人物/技能/武侠/霸王断岳施放.gfx
人物/技能/武侠/霸王暴怒预备1.gfx
人物/技能/武侠/金钟罩1.gfx
人物/技能/武侠/金钟罩.gfx
人物/技能/武侠/虎击预备.gfx
PS:
人物/技能/法师/烈火副预备.gfx
人物/技能/法师/涌泉预备2.gfx
人物/技能/法师/涌泉预备.gfx
人物/技能/法师/涌泉释放.gfx
人物/技能/法师/涌泉释放2.gfx
人物/技能/法师/落石术预备.gfx
人物/技能/法师/落石术吟唱2.gfx
人物/技能/法师/落石术吟唱.gfx
人物/技能/法师/火煞天灯预备.gfx
人物/技能/法师/火煞天灯施放.gfx
人物/技能/法师/避水诀预备.gfx
人物/技能/法师/避水诀施放.gfx
人物/技能/法师/奇门护甲预备.gfx
人物/技能/法师/奇门护甲施放.gfx
人物/技能/法师/奇门护甲释放.gfx
人物/技能/法师/炎索预备.gfx
人物/技能/法师/炎索预备2.gfx
人物/技能/法师/炎索阵释放.gfx
人物/技能/法师/炙炎阵击中.gfx
人物/技能/法师/烈火炽翼吟唱.gfx
人物/技能/法师/烈火炽翼施放.gfx
人物/技能/法师/沙陷预备5.gfx
人物/技能/法师/沙陷预备4.gfx
人物/技能/法师/沙陷预备2.gfx
人物/技能/法师/沙陷吟唱.gfx
人物/技能/法师/沙陷预备3.gfx
人物/技能/法师/沙陷施放.gfx
人物/技能/法师/飞沙术飞行.gfx
人物/技能/法师/沙陷预备6.gfx
人物/技能/法师/凌杀预备.gfx
人物/技能/法师/石破天惊吟唱.gfx
人物/技能/法师/刀山火海预备.gfx
人物/技能/法师/刀山火海预备1.gfx
人物/技能/法师/刀山火海预备3.gfx
人物/技能/法师/刀山火海预备2.gfx
人物/技能/法师/玄冰水龙预备5.gfx
人物/技能/法师/玄冰水龙预备4.gfx
人物/技能/法师/玄冰水龙预备6.gfx
人物/技能/法师/玄冰水龙预备2.gfx
人物/技能/法师/玄冰水龙预备.gfx
人物/技能/法师/玄冰水龙_预备2.gfx
人物/技能/法师/泰山压顶预备3.gfx
VM:
人物/技能/羽芒/引而不发吟唱.gfx
人物/技能/羽芒/连射吟唱.gfx
人物/技能/羽芒/烈焰之矢吟唱.gfx
人物/技能/羽芒/烈焰之矢施放.gfx
人物/技能/羽芒/落雷吟唱法阵.gfx
人物/技能/羽芒/落雷吟唱.gfx
人物/技能/羽芒/寒冰之矢吟唱.gfx
人物/技能/羽芒/寒冰之矢施放.gfx
人物/技能/羽芒/翼盾吟唱2.gfx
人物/技能/羽芒/翼盾吟唱.gfx
人物/技能/羽芒/击退矢吟唱.gfx
人物/技能/羽芒/虚弱矢吟唱.gfx
人物/技能/羽芒/惊雷吟唱法阵.gfx
人物/技能/羽芒/惊雷吟唱.gfx
人物/技能/羽芒/炸雷吟唱法阵.gfx
人物/技能/羽芒/炸雷吟唱.gfx
人物/技能/羽芒/击晕矢吟唱.gfx
人物/技能/羽芒/利齿之矢吟唱法阵.gfx
人物/技能/羽芒/利齿之矢吟唱.gfx
人物/技能/羽芒/箭阵吟唱.gfx
人物/技能/羽芒/箭阵施放循环.gfx
人物/技能/羽芒/神鹰之翼施放光球2.gfx
人物/技能/羽芒/神鹰之翼吟唱光芒.gfx
人物/技能/羽芒/神鹰之翼翅膀右.gfx
人物/技能/羽芒/神鹰之翼翅膀左.gfx
人物/技能/羽芒/神鹰之翼吟唱水波.gfx
VL:
人物/技能/羽灵/五气朝元预备.gfx
人物/技能/羽灵/五气朝元施放1.gfx
人物/技能/羽灵/五气朝元施放2.gfx
人物/技能/羽灵/天师护体模型施放起.gfx
人物/技能/羽灵/天师护体.gfx
人物/技能/羽灵/天师护体1.gfx
人物/技能/羽灵/天师护体模型施放落.gfx
人物/技能/羽灵/蓝色灯光.gfx
人物/技能/羽灵/真灵护体预备.gfx
人物/技能/羽灵/真灵护体模型.gfx
人物/技能/羽灵/真灵护体施放起.gfx
人物/技能/羽灵/天地无级预备2.gfx
人物/技能/羽灵/天地无级施放.gfx
人物/技能/羽灵/天地无级手上光球.gfx
人物/技能/羽灵/天地无级释放2.gfx
人物/技能/羽灵/天地无级手上光球2.gfx
人物/技能/羽灵/天地无级释放3.gfx
人物/技能/羽灵/极度乾坤预备.gfx
人物/技能/羽灵/极度乾坤星星.gfx
人物/技能/羽灵/极度乾坤释放2.gfx
人物/技能/羽灵/极度乾坤释放.gfx
ThT:
人物/技能/妖兽/千斤锤预备.gfx
人物/技能/妖兽/千斤锤释放.gfx
人物/技能/妖兽/兽王锤释放.gfx
人物/技能/妖兽/兽王锤预备.gfx
人物/技能/妖兽/绞杀预备.gfx
人物/技能/妖兽/巨浪预备.gfx
人物/技能/妖兽/巨浪释放2.gfx
人物/技能/妖兽/巨浪释放.gfx
人物/技能/妖兽/巨浪.gfx
人物/技能/妖兽/兽王无敌预备.gfx
人物/技能/武侠/霸王暴怒预备.gfx
人物/技能/妖兽/兽王无敌释放.gfx
人物/技能/妖兽/兽王鼓舞预备.gfx
人物/技能/妖兽/兽王鼓舞释放.gfx
人物/技能/妖兽/巨灵神力预备.gfx
人物/技能/妖兽/巨灵神力释放.gfx
人物/技能/妖兽/化血成魔吟唱模型.gfx
人物/技能/妖兽/化血成魔预备.gfx
人物/技能/妖兽/化血成魔预备施放起2.gfx
人物/技能/妖兽/化血成魔预备施放起模型.gfx
人物/技能/妖兽/化血成魔释放.gfx
人物/技能/妖兽/化血成魔预备1.gfx
人物/技能/妖兽/化血成魔预备施放落模型.gfx
人物/技能/妖兽/化血成魔预备施放起.gfx
人物/技能/妖兽/化血成魔预备施放起1.gfx
人物/技能/妖兽/化血成魔预备施放起3.gfx
人物/技能/妖兽/地裂预备.gfx
人物/技能/妖兽/地裂施放起.gfx
人物/技能/妖兽/风火轮预备.gfx
人物/技能/武侠/云龙九现预备2.gfx
人物/技能/妖兽/风火轮释放.gfx
人物/技能/妖兽/风火轮释放1.gfx
人物/技能/妖兽/破甲一击预备.gfx
人物/技能/妖兽/破甲一击释放.gfx
人物/技能/白老虎/左眼光.gfx
人物/技能/白老虎/脚丫火.gfx
人物/技能/白老虎/玄武护体模型起.gfx
人物/技能/白老虎/玄武护体预备.gfx
人物/技能/白老虎/玄武护体施放.gfx
人物/技能/白老虎/玄武护体模型落.gfx
TiT:
人物/技能/妖精/宠物召唤吟唱.gfx
人物/技能/妖精/宠物召唤施放.gfx
人物/技能/妖精/宠物复活吟唱.gfx
人物/技能/妖精/宠物复活施放.gfx
人物/技能/妖精/宠物治疗吟唱.gfx
人物/技能/妖精/驱逐咒吟唱.gfx
人物/技能/妖精/残体咒吟唱.gfx
人物/技能/妖精/千蚁蛊施放.gfx
人物/技能/妖精/千蚁蛊施放落.gfx
人物/技能/妖精/巨石蛊吟唱.gfx
人物/技能/妖精/万蛊食天吟唱.gfx
人物/技能/妖精/万蛊食天施放起.gfx
人物/技能/妖精/万蛊食天施放落.gfx
人物/技能/妖精/荆棘阵吟唱.gfx
人物/技能/通用/爆气效果.gfx
人物/技能/妖精/炎蛊吟唱.gfx
人物/技能/妖精/炎蛊施放.gfx
人物/技能/妖精/凌霜蛊吟唱.gfx
人物/技能/妖精/千蚁蛊吟唱.gfx
人物/技能/羽芒/神鹰祝福吟唱.gfx
人物/技能/羽芒/神鹰祝福模型.gfx
人物/技能/羽芒/翼击吟唱.gfx
人物/技能/羽灵/羽刃释放.gfx
人物/技能/羽芒/翼击吟唱地面.gfx
人物/技能/羽芒/翼展吟唱.gfx
人物/技能/羽芒/翼击吟唱旋转轨迹.gfx
人物/技能/羽芒/翼展施放.gfx
人物/通用/武器/施放/箭.gfx
人物/技能/妖精/剧毒蛊吟唱.gfx
人物/技能/妖精/剧毒蛊施放.gfx
人物/技能/羽灵/天师护体2.gfx
人物/技能/羽灵/海纳百川预备2.gfx
人物/技能/羽灵/海纳百川预备.gfx
人物/技能/羽灵/海纳百川预备1.gfx
人物/技能/羽灵/海纳百川施放.gfx
人物/技能/妖精/荆棘术吟唱.gfx
人物/技能/妖精/铁岩蛊吟唱.gfx
人物/技能/羽灵/玄静咒吟唱光球.gfx
人物/技能/羽灵/玄静咒吟唱.gfx
人物/技能/羽灵/五色符预备.gfx
人物/技能/羽灵/五色符释放.gfx
人物/技能/羽灵/五体符预备.gfx
人物/技能/羽灵/五体符释放.gfx
人物/技能/羽灵/坚甲符吟唱.gfx
人物/技能/通用/瞬移吟唱.gfx
人物/技能/羽灵/奇门护甲吟唱.gfx
人物/技能/羽灵/五音符预备.gfx
人物/技能/羽灵/五音符释放.gfx
人物/技能/羽灵/神雷施放.gfx
人物/通用/其它/daoguang.gfx
人物/技能/羽灵/龙卷风预备.gfx
人物/技能/羽灵/羽箭预备1.gfx
人物/技能/羽灵/羽箭预备.gfx
人物/技能/羽灵/羽箭施放1.gfx
人物/技能/羽灵/神雷预备.gfx
人物/技能/羽灵/雷连预备2.gfx
人物/技能/羽灵/雷链施放.gfx
人物/技能/羽灵/神兵利器预备.gfx
人物/技能/羽灵/神兵利器施放.gfx
人物/技能/羽灵/羽盾预备.gfx
人物/技能/羽灵/羽盾释放1.gfx
人物/技能/羽灵/清心咒预备.gfx
人物/技能/羽灵/清心咒施放.gfx
人物/技能/羽灵/静心咒预备.gfx
人物/技能/羽灵/静心咒施放.gfx
人物/技能/羽灵/醍醐灌顶预备.gfx
人物/技能/羽灵/醍醐灌顶预备1.gfx
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Action: 寸力_吟唱_双手短, GFX: 人物/技能/武侠/寸力.gfx
Action: 寸力_施放落_双手短, GFX: 人物/技能/武侠/寸力施放.gfx
Action: 狮子吼_吟唱_通用, GFX: 人物/技能/武侠/狮子吼预备1.gfx
Action: 狮子吼_吟唱_通用, GFX: 人物/技能/武侠/狮子吼预备3.gfx
Action: 狮子吼_施放起_通用, GFX: 人物/技能/武侠/狮子吼施放.gfx
Action: 狮子吼_施放落_通用, GFX: 人物/技能/武侠/狮子吼施放3.gfx
Action: 狮子吼_施放落_通用, GFX: 人物/技能/武侠/狮子吼施放2.gfx
Action: 狮子吼_施放落_通用, GFX: 人物/技能/武侠/狮子吼施放1.gfx
Action: 龙现_吟唱_双手短, GFX: 人物/技能/武侠/龙现预备.gfx
Action: 龙现_施放落_双手短, GFX: 人物/技能/武侠/龙现施放.gfx
Action: 狂龙斩_吟唱_双手短, GFX: 人物/技能/武侠/断岩斩预备.gfx
Action: 狂龙斩_施放起_双手短, GFX: 人物/技能/武侠/断岩斩施放.gfx
Action: 横扫千军_吟唱_双手短, GFX: 人物/技能/武侠/横扫千军预备.gfx
Action: 横扫千军_施放起_双手短, GFX: 人物/技能/武侠/横扫千军施放.gfx
Action: 断岩斩_吟唱_双手短, GFX: 人物/技能/武侠/狂龙斩.gfx
Action: 断岩斩_吟唱_双手短, GFX: 人物/技能/武侠/狂龙斩1.gfx
Action: 霸王龙飞_吟唱_双手短, GFX: 人物/技能/武侠/霸王龙飞预备1.gfx
Action: 霸王献鼎_吟唱_双手短, GFX: 人物/技能/武侠/天火狂龙吟唱1.gfx
Action: 霸王献鼎_施放起_双手短, GFX: 人物/技能/武侠/火龙纹.gfx
Action: 霸王献鼎_施放起_双手短, GFX: 人物/技能/武侠/狂龙斩1.gfx
Action: 霸王献鼎_施放落_双手短, GFX: 人物/技能/武侠/火龙纹3.gfx
Action: 霸王献鼎_施放落_双手短, GFX: 人物/技能/武侠/狂龙斩1.gfx
Action: 霸王献鼎_施放落_双手短, GFX: 人物/技能/武侠/火龙纹4.gfx
Action: 霸王献鼎_施放落_双手短, GFX: 人物/技能/武侠/天火狂龙施放3.gfx
Action: 霸王断岳_吟唱_双手短, GFX: 人物/技能/武侠/霸王断岳预备.gfx
Action: 霸王断岳_施放落_双手短, GFX: 人物/技能/武侠/霸王断岳施放.gfx
Action: 霸王暴怒_吟唱_双手短, GFX: 人物/技能/武侠/霸王暴怒预备1.gfx
Action: 霸王暴怒_吟唱_双手短, GFX: 人物/技能/武侠/霸王暴怒预备.gfx
Action: 霸王暴怒_施放落_双手短, GFX: 人物/技能/武侠/霸王暴怒施放.gfx
Action: 金钟罩_吟唱_通用, GFX: 人物/技能/武侠/金钟罩1.gfx
Action: 金钟罩_施放落_通用, GFX: 人物/技能/武侠/金钟罩.gfx
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