DestroyIt是Unity一个高度优化的销毁系统,提供多种选项来处理游戏中对象的损坏,修复和破坏。

使用标准着色器和可自定义的损坏纹理,对象可以显示可见的渐进式损坏(甚至可以修复)。还可以在任何伤害等级下发挥伤害效果,例如,发动机开始以一半的健康状况吸烟并且在四分之一的健康状态下着火。

破坏可以是简单的或现实的,从使用粒子效应到用预先破碎的预制件替换物体,甚至可以将两者结合起来以获得更加奢侈的效果。

DestroyIt旨在有效地处理大规模杀伤,该框架提供了用于在许多物体一次被摧毁或远离相机时限制粒子效应和碎片的工具,对象池还用于优化内存分配。

提供演示场景和屏幕截图中的所有内容,以及完整的C#源代码和文档,以帮助大家入门。

新!版本1.10现在包括制作可破坏地形树的能力!使用Unity的地形系统放置树木,然后使用DestroyIt使它们完全可破坏。

注意:由于Unity 2018.3中预制系统的更改,DestroyIt 1.10需要此版本。

更新日志:

Major Features
* Support for destructible terrain trees.
* New Auto-Activate feature on DestructionManager script allows you to have thousands of deactivated destructible objects in the scene and activate them when player is near.

Unity Version
* Updated DestroyIt to Unity 2018.3

Bug Fixes
* Fixed DestroyIt Mobile shader to correct an error reported in the console, and to fix the progressive damage texture.

Particle Effects
* Added LeafBulletHit, LeafParticleEffect, and LeafParticleEffectHeavy.
* Updated all particle effects to use the 2018.3 particle shaders.

Enhancements/New Features
* Blast effects (rocket, nuke, various explosions) now apply damage using both BlastForce and BlastDamage parameters instead of only BlastForce.
* Rocket and Explode scripts modified so they have three blast radii – Point Blank, Near, and Far. You can adjust the damage and radii of all three.
* Added new SpawnObject script to spawn particle effects directly from the object pool.
* Improved the way AutoPooling works – Destructible scripts insert objects into the pool instead of the ObjectPool looking for Destructibles in the scene.
* Implemented auto backup/restore process for terrainData tree changes in the Unity Editor if Unity crashes.
* Implemented process to save destructible tree stand-ins to a hashed Resources path so you can manage destructible drees for multiple scenes without conflict.
* Hit points of destructible objects can now have decimals.
* New menu option Window -> DestroyIt -> Setup – First Person Controller adds a first person controller gameobject with camera and pre-configured weapons to your scene.
* InputManager was moved from the GameManager to the FirstPersonController prefab.

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