/// <summary>
        /// 开始显示物体
        /// </summary>
        /// <param name="obj">需要显示的物体:必须有MeshRnederer</param>
        /// <param name="percnet"></param>
        /// <param name="speed"></param>
        public void ShowGameObjInit(GameObject obj, float percnet, float speed)
        {
            if (alphaChangeToBackBool == false)
            {
                alphaChangeToTransBool = false;
                alphaChangeToBackBool  = false;

                alphaNum  = 0;
                mRender   = obj.GetComponentsInChildren <Renderer>();
                tempColor = new Color[mRender.Length];

                for (int i = 0; i < mRender.Length; ++i)
                {
                    tempColor[i] = mRender[i].material.color;
                    MaterialRenderingMode.SetMaterialRenderingMode(mRender[i].material, RenderingMode.Fade);
                    alphaNum = tempColor[i].a;
                    mRender[i].material.SetInt("_ZWrite", 1);
                }
                fadePercent = percnet;
                speedChange = speed;

                alphaChangeToBackBool  = true;
                alphaChangeToTransBool = false;
            }
        }
Beispiel #2
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        // Use this for initialization
        void Start()
        {
            mRender   = GetComponentsInChildren <Renderer>();
            tempColor = new Color[mRender.Length];
            for (int i = 0; i < mRender.Length; ++i)
            {
                tempColor[i] = mRender[i].material.color;

                MaterialRenderingMode.SetMaterialRenderingMode(mRender[i].material, RenderingMode.Fade);
            }
            alphaNum = tempColor[0].a;
            Debug.Log("mRender " + mRender.Length);
        }