/// <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; } }
// 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); }