视角切换&小地图模糊问题解决

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lishuo committed 2021-05-07 18:41:37 +08:00
1 parent 9bc3864790
commit e4d4333357
30 files changed
+3746 -2965

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+22 -10
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@@ -21,7 +21,7 @@ namespace Assets.Scenes.Ride.Scripts
Material _material;
[SerializeField]
[Range(1, 10)]
private float UpdateFrequency = 1;
private float UpdateFrequency = 0.1f;
private int _counter;
@@ -31,6 +31,8 @@ namespace Assets.Scenes.Ride.Scripts
CyclingController cyclingCotroller;
private bool initComplete = false;
private List<Vector3> vector3s = new List<Vector3>();
protected virtual void Awake()
{
if (_map == null)
@@ -42,9 +44,14 @@ namespace Assets.Scenes.Ride.Scripts
}
private void Update()
{
if(!vector3s.Contains(playerController.currentPos))
vector3s.Add(playerController.currentPos);
}
private void _map_OnUpdated()
private void _map_OnUpdated()
{
Debug.Log("_map_OnUpdated");
}
@@ -120,12 +127,14 @@ namespace Assets.Scenes.Ride.Scripts
decimal diffAbs = Math.Abs(diff);
if (diffAbs <= 200)
{
dat.Add(item);
if (!dat.Contains(item))
dat.Add(item);
}
if (diff <= 0 && diff > -200)
{
item.y += 0.15f;
path.Add(item);
if (!dat.Contains(item))
path.Add(item);
}
}
var feat = new VectorFeatureUnity();
@@ -191,7 +200,8 @@ namespace Assets.Scenes.Ride.Scripts
_directionsGO = new GameObject("MapRoute");
_directionsGO.transform.parent = transform;
var lineRender = _directionsGO.AddComponent<LineRenderer>();
lineRender.material = new Material(Shader.Find("Sprites/Default"));
//lineRender.material = new Material(Shader.Find("Sprites/Default"));
lineRender.material = Resources.Load<Material>("UI/Material/color8");
var dat = feat.Points[0];
ColorUtility.TryParseHtmlString("#FF2742", out Color c);
lineRender.endColor = new Color(1,1,1,0.65f);
@@ -203,7 +213,7 @@ namespace Assets.Scenes.Ride.Scripts
lineRender.positionCount = dat.Count;
lineRender.SetPositions(feat.Points[0].ToArray());
lineRender.loop = false;
//lineRender.numCapVertices = 10;
lineRender.numCapVertices = 10;
lineRender.numCornerVertices = 10;
@@ -218,8 +228,10 @@ namespace Assets.Scenes.Ride.Scripts
_pathRoute = new GameObject("MapPathRoute");
_pathRoute.transform.parent = transform;
var lineRender = _pathRoute.AddComponent<LineRenderer>();
lineRender.material = new Material(Shader.Find("Sprites/Default"));
//lineRender.material = Resources.Load<Material>("UI/Material/lineStyle9");
//lineRender.material = new Material(Shader.Find("Sprites/Default"));
var color7 = Resources.Load<Material>("UI/Material/color7");
var Graph2 = Resources.Load<Material>("UI/Material/3dGraph2");
lineRender.materials = new Material[] { color7, Graph2 };
lineRender.endColor = new Color(0.9764706f, 0.1882353f, 0.5254902f, 0.65f);
lineRender.startColor = new Color(0.9764706f, 0.1882353f, 0.5254902f, 0.65f);
@@ -228,8 +240,8 @@ namespace Assets.Scenes.Ride.Scripts
lineRender.endWidth = 1f;
lineRender.positionCount = feat.Count;
lineRender.SetPositions(feat.ToArray());
//lineRender.loop = false;
lineRender.numCapVertices = 10;
lineRender.loop = false;
//lineRender.numCapVertices = 10;
lineRender.numCornerVertices = 10;
//
lineRender.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;