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Merge branch 'master' of http://192.168.123.2:3000/ck/XiuXianGame

# Conflicts:
#	UserSettings/Layouts/default-2022.dwlt   resolved by origin/master(远端) version
DESKTOP-FB72PO8\Administrator 1 month ago
parent
commit
fbf2bec8d2
92 changed files with 6663 additions and 1735 deletions
  1. 1 1
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Assets/Art/Sky/PartialBillboard.cs

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+using UnityEngine;
+
+public class LimitedBillboard : MonoBehaviour
+{
+    public Camera targetCamera;
+
+    [Header("Y轴(左右)限制")]
+    public float minYAngle = -45f;
+    public float maxYAngle = 45f;
+
+    [Header("X轴(上下)限制")]
+    public float minXAngle = -20f;
+    public float maxXAngle = 20f;
+
+    private Vector3 initialForward;
+
+    void Start()
+    {
+        if (targetCamera == null)
+            targetCamera = Camera.main;
+
+        // 记录初始朝向(用于相对旋转)
+        initialForward = transform.forward;
+    }
+
+    void Update()
+    {
+        if (targetCamera == null) return;
+
+        Vector3 directionToCamera = targetCamera.transform.position - transform.position;
+
+        // 计算相对方向
+        Quaternion lookRotation = Quaternion.LookRotation(directionToCamera);
+        Vector3 targetEuler = lookRotation.eulerAngles;
+
+        // 处理角度跨越360°的情况(转换为 -180 ~ 180)
+        float yAngle = Mathf.DeltaAngle(0f, targetEuler.y - transform.eulerAngles.y);
+        float xAngle = Mathf.DeltaAngle(0f, targetEuler.x - transform.eulerAngles.x);
+
+        // 限制角度
+        yAngle = Mathf.Clamp(yAngle, minYAngle, maxYAngle);
+        xAngle = Mathf.Clamp(xAngle, minXAngle, maxXAngle);
+
+        // 应用角度(保留当前本地角度,只改X和Y)
+        Vector3 currentEuler = transform.eulerAngles;
+        currentEuler.y += yAngle;
+        currentEuler.x += xAngle;
+
+        transform.eulerAngles = currentEuler;
+    }
+}

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Assets/RenderSkyboxToCubemap.cs

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+using UnityEditor;
+
+public class RenderSkyboxToCubemap : MonoBehaviour
+{
+    [MenuItem("Tools/Render Procedural Skybox To Cubemap")]
+    static void RenderToCubemap()
+    {
+        // 创建一个临时摄像机
+        GameObject go = new GameObject("SkyboxCaptureCamera", typeof(Camera));
+        Camera cam = go.GetComponent<Camera>();
+        cam.clearFlags = CameraClearFlags.Skybox;
+        cam.cullingMask = 0; // 不渲染任何物体,只渲染天空
+
+        // 创建 Cubemap
+        int resolution = 1024;
+        Cubemap cube = new Cubemap(resolution, TextureFormat.RGBA32, false);
+
+        // 渲染天空盒到 Cubemap
+        cam.RenderToCubemap(cube);
+
+        // 保存为资源文件
+        string path = "Assets/RenderedSkyboxCubemap.cubemap";
+        AssetDatabase.CreateAsset(cube, path);
+        AssetDatabase.SaveAssets();
+
+        // 清理
+        GameObject.DestroyImmediate(go);
+
+        Debug.Log("✅ Skybox 已成功渲染并保存为 Cubemap: " + path);
+    }
+}

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+ 0 - 0
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+ 0 - 0
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+ 0 - 0
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+ 0 - 0
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+ 0 - 0
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+ 0 - 0
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+ 0 - 0
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+ 0 - 0
Assets/xiuxian/SkyCloudsURP/Examples/Scripts/WindDirectionController.cs.meta → Assets/SkyCloudsURP/Examples/Scripts/WindDirectionController.cs.meta


+ 0 - 0
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+ 0 - 0
Assets/xiuxian/SkyCloudsURP/Examples/Scripts/WindSpeedController.cs.meta → Assets/SkyCloudsURP/Examples/Scripts/WindSpeedController.cs.meta


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+ 0 - 0
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+ 0 - 0
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+ 0 - 0
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+ 0 - 0
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+ 0 - 0
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+ 0 - 0
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+ 0 - 0
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+ 0 - 0
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+ 1 - 1
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+ 0 - 0
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+ 0 - 0
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+ 0 - 0
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+ 0 - 0
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