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Unity遮挡透明渐变

  遮挡透明若没有渐变实现方法:

  1、透明中物体存在list中

  2、每过一段时间(可以每帧,但是流畅性会降低)摄像机发送一条射线向玩家,out hitInfo

  3、list与hitInfo比对,将在list中但是没有在hitInfo中的物体转变成不透明,list.remove;将在hitInfo中但是没有在list中转变成透明,list.add

若有渐变,实现比较麻烦一点,物体有两个状态:转变成透明过程中、转变成不透明过程中,添加两个list(InTransparent,outTransparent)对应两种状态,那么维护两个list即可:

  1、未遮挡->遮挡,查看outTransparent,如果有该物体,从outTransparent移入InTransparent,outTransparent  remove;如果没有添加新的加入InTransparent

  2、遮挡->未遮挡,查看InTransparent,如果有该物体,从InTransparent移入outTransparent,InTransparent remove;如果没有添加新的加入outTransparent

 

摄像机CameraFollow.cs:

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 1 public class CameraFollow : MonoBehaviour
 2 {
 3 
 4     public static CameraFollow instance;
 5     public Transform Player;
 6 
 7     public List<CameraMaskInfo> Mask;
 8     public List<CameraMaskInfo> InTransparentList;
 9     public List<CameraMaskInfo> OutTransparentList;
10 
11     RaycastHit[] hitInfo;
12 
13     void Awake()
14     {
15         instance = this;
16     }
17     void Start()
18     {
19         StartCoroutine(IEMask());
20     }
21     public void ClearMask()
22     {
23         Mask.Clear();
24         InTransparentList.Clear();
25         OutTransparentList.Clear();
26     }
27 
28     IEnumerator IEMask()
29     {
30         while (true)
31         {
32             hitInfo = Physics.CapsuleCastAll(FollowTarget.position + Vector3.up * 0.2f, FollowTarget.position - Vector3.up * 0.1f, 0.2f, (transform.position - FollowTarget.position).normalized, 100f, layerMask);
33             bool flag;
34             for (int i = Mask.Count - 1; i >= 0; i--)
35             {
36                 flag = false;
37                 for (int j = 0; j < hitInfo.Length; j++)
38                 {
39                     if (Mask[i].GetObj() == hitInfo[j].collider.gameObject)
40                     {
41                         flag = true;
42                         break;
43                     }
44                 }
45                 if (!flag)
46                 {
47                     Mask[i].PutOutTransparent();
48                     Mask.RemoveAt(i);
49                 }
50             }
51 
52             for (int i = 0; i < hitInfo.Length; i++)
53             {
54                 flag = false;
55                 for (int j = 0; j < Mask.Count; j++)
56                 {
57                     if (hitInfo[i].collider.gameObject == Mask[j].GetObj())
58                     {
59                         flag = true;
60                         break;
61                     }
62                 }
63                 if (!flag)
64                 {
65                     CameraMaskInfo maskInfo = new CameraMaskInfo(hitInfo[i].collider.gameObject);
66                     maskInfo.PutInTransparent();
67                     Mask.Add(maskInfo);
68                 }
69             }
70         }
71         yield return new WaitForSeconds(0.2f);
72     }
73 
74     void Update()
75     {
76         for (int i = InTransparentList.Count - 1; i >= 0; i--)
77         {
78             InTransparentList[i].Sub();
79         }
80 
81         for (int i = OutTransparentList.Count - 1; i >= 0; i--)
82         {
83             OutTransparentList[i].Add();
84         }
85     }
86 }
View Code

遮挡物体CameraMaskInfo.cs:

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using UnityEngine;
using System.Collections;

public class CameraMaskInfo 
{

    private GameObject obj;
    private Shader[] preMaterialShader;
    public bool isDestroy;
    #region get
    public GameObject GetObj()
    {
        return obj;
    }

    public Shader[] GetpreMaterialShader()
    {
        return preMaterialShader;
    }
    #endregion

    public CameraMaskInfo(GameObject obj)
    {
        this.obj = obj;
    }

    public void PutInTransparent()
    {
        int id = -1; 
        for (int i = 0; i < CameraFollow.instance.OutTransparentList.Count; i++)
        {
            if (CameraFollow.instance.OutTransparentList[i].GetObj() == obj)
            {
                id = i;
                //如果在out里面有,那么说明该物体的shader已经被改变,只能从之前的获得
                preMaterialShader = CameraFollow.instance.OutTransparentList[i].GetpreMaterialShader();
                CameraFollow.instance.InTransparentList.Add(CameraFollow.instance.OutTransparentList[i]);
                CameraFollow.instance.OutTransparentList.RemoveAt(i);
                break;
            }
        }
        if (id==-1)
        {
            preMaterialShader = new Shader[obj.renderer.materials.Length];
            for (int i = 0; i < obj.renderer.materials.Length; i++)
            {
                preMaterialShader[i] = obj.renderer.materials[i].shader;
                obj.renderer.materials[i].shader = Shader.Find("Transparent/Diffuse");
            }
            CameraFollow.instance.InTransparentList.Add(this);
        }
    }

    public void PutOutTransparent()
    {
        int id = -1;
        for (int i = 0; i < CameraFollow.instance.InTransparentList.Count; i++)
        {
            if (CameraFollow.instance.InTransparentList[i].GetObj() == obj)
            {
                id = i;
                CameraFollow.instance.OutTransparentList.Add(CameraFollow.instance.InTransparentList[i]);
                CameraFollow.instance.InTransparentList.RemoveAt(i);
                break;
            }
        }
        if (id == -1)
        {
            CameraFollow.instance.OutTransparentList.Add(this);
        }
    }

    public void Add()
    {
        for (int i = 0; i < obj.renderer.materials.Length; i++)
        {
            obj.renderer.materials[i].color = new Color(obj.renderer.materials[i].color.r, obj.renderer.materials[i].color.g, obj.renderer.materials[i].color.b, obj.renderer.materials[i].color.a + Time.deltaTime * 2f);
        }
        if (obj.renderer.materials[0].color.a >= 0.95f)
        {
            for (int i = 0; i < obj.renderer.materials.Length; i++)
            {
                obj.renderer.materials[i].color = new Color(obj.renderer.materials[i].color.r, obj.renderer.materials[i].color.g, obj.renderer.materials[i].color.b, 1f);
            }
            SetPreShader();
            CameraFollow.instance.OutTransparentList.Remove(this);
        }
    }

    public void Sub()
    {
        for (int i = 0; i < obj.renderer.materials.Length; i++)
        {
            obj.renderer.materials[i].color = new Color(obj.renderer.materials[i].color.r, obj.renderer.materials[i].color.g, obj.renderer.materials[i].color.b, obj.renderer.materials[i].color.a - Time.deltaTime * 2f);
        }
        if (obj.renderer.materials[0].color.a <= 0.3f)
        {
            CameraFollow.instance.InTransparentList.Remove(this);
        }
    }

    private void SetPreShader()
    {
        for (int i = 0; i < obj.renderer.materials.Length; i++)
        {
            obj.renderer.materials[i].shader = preMaterialShader[i];
        }
    }
}
View Code

效果:

技术分享

Unity遮挡透明渐变