예제 #1
0
        private void PlayerImpl()
        {
            GenrateMaterialInstance();

            //把材质设置进动画里
            if (FadeInOutMaterialColor)
            {
                //如果运行模式不是外部指定的
                if (FadeInOutMaterialColor.RunMode == EffectRunMode.OutSiedePointed)
                {
                    FadeInOutMaterialColor.SetMaterialInstance(GetMaterialInstance());
                    FadeInOutMaterialColor.Play();
                }
            }

            if (FadeInOutMaterialFloat)
            {
                //如果运行模式不是外部指定的
                if (FadeInOutMaterialFloat.RunMode == EffectRunMode.OutSiedePointed)
                {
                    FadeInOutMaterialFloat.SetMaterialInstance(GetMaterialInstance());
                    FadeInOutMaterialFloat.Play();
                }
            }

            if (UVTextureAnimator)
            {
                //如果运行模式不是外部指定的
                if (UVTextureAnimator.RunMode == EffectRunMode.OutSiedePointed)
                {
                    UVTextureAnimator.SetMaterialInstance(GetMaterialInstance());
                    UVTextureAnimator.Play();
                }
            }

            if (UVScroll)
            {
                //如果运行模式不是外部指定的
                if (UVScroll.RunMode == EffectRunMode.OutSiedePointed)
                {
                    UVScroll.SetMaterialInstance(GetMaterialInstance());
                    UVScroll.Play();
                }
            }


            if (GradientColor)
            {
                //如果运行模式不是外部指定的
                if (GradientColor.RunMode == EffectRunMode.OutSiedePointed)
                {
                    GradientColor.SetMaterialInstance(GetMaterialInstance());
                    GradientColor.Play();
                }
            }
            if (Duartion > 0.03f)
            {
                GameUtil.StartCoroutineHelper(this, WaitForFinish());
            }
        }
예제 #2
0
        void PlayMaterialControl()
        {
            List <Material> mats = new List <Material>();

            mats.Clear();
            if (useMultiColor)
            {
                foreach (LineRenderer line in m_subLineRenders)
                {
                    mats.AddRange(line.materials);
                }
                UVScroll.SetMaterialInstance(mats);
            }
            else
            {
                mats.AddRange(m_LineRender.materials);
            }

            //把材质设置进动画里
            if (FadeInOutMaterialColor)
            {
                //如果运行模式不是外部指定的
                if (FadeInOutMaterialColor.RunMode == EffectRunMode.OutSiedePointed)
                {
                    FadeInOutMaterialColor.SetMaterialInstance(mats);
                    FadeInOutMaterialColor.Play();
                }
            }

            if (FadeInOutMaterialFloat)
            {
                //如果运行模式不是外部指定的
                if (FadeInOutMaterialFloat.RunMode == EffectRunMode.OutSiedePointed)
                {
                    FadeInOutMaterialFloat.SetMaterialInstance(mats);
                    FadeInOutMaterialFloat.Play();
                }
            }

            if (UVTextureAnimator)
            {
                //如果运行模式不是外部指定的
                if (UVTextureAnimator.RunMode == EffectRunMode.OutSiedePointed)
                {
                    UVTextureAnimator.SetMaterialInstance(mats);
                    UVTextureAnimator.Play();
                }
            }

            if (UVScroll)
            {
                //如果运行模式不是外部指定的
                if (UVScroll.RunMode == EffectRunMode.OutSiedePointed)
                {
                    UVScroll.SetMaterialInstance(mats);
                    UVScroll.Play();
                }
            }
        }
예제 #3
0
        void PlayMaterialControl()
        {
            //把材质设置进动画里
            if (FadeInOutMaterialColor)
            {
                //如果运行模式不是外部指定的
                if (FadeInOutMaterialColor.RunMode == EffectRunMode.OutSiedePointed)
                {
                    FadeInOutMaterialColor.SetMaterialInstance(GenerateMaterialInstance());
                    FadeInOutMaterialColor.Play();
                }
            }

            if (FadeInOutMaterialFloat)
            {
                //如果运行模式不是外部指定的
                if (FadeInOutMaterialFloat.RunMode == EffectRunMode.OutSiedePointed)
                {
                    FadeInOutMaterialFloat.SetMaterialInstance(GenerateMaterialInstance());
                    FadeInOutMaterialFloat.Play();
                }
            }

            if (UVTextureAnimator)
            {
                //如果运行模式不是外部指定的
                if (UVTextureAnimator.RunMode == EffectRunMode.OutSiedePointed)
                {
                    UVTextureAnimator.SetMaterialInstance(GenerateMaterialInstance());
                    UVTextureAnimator.Play();
                }
            }

            if (UVScroll)
            {
                //如果运行模式不是外部指定的
                if (UVScroll.RunMode == EffectRunMode.OutSiedePointed)
                {
                    UVScroll.SetMaterialInstance(GenerateMaterialInstance());
                    UVScroll.Play();
                }
            }

            if (GradientColor)
            {
                //如果运行模式不是外部指定的
                if (GradientColor.RunMode == EffectRunMode.OutSiedePointed)
                {
                    GradientColor.SetMaterialInstance(GenerateMaterialInstance());
                    GradientColor.Play();
                }
            }
        }
        public override void OnInspectorGUI()
        {
            EditorGUILayout.HelpBox("Effect_UVScroll脚本不能和Effect_UVTextureAnimator同时作用于同一张贴图", MessageType.Warning);

            pa.RunMode = (EffectRunMode)EditorGUILayout.EnumPopup("运行模式:", pa.RunMode);

            serializedObject.Update();

            EditorGUI.BeginChangeCheck();
            pa.TexturePropertyName = EditorGUILayout.TextField("属性名:", pa.TexturePropertyName);
            if (pa.RunMode == EffectRunMode.Self)
            {
                pa.UseSharedMaterial = EditorGUILayout.Toggle("使用共享材质:", pa.UseSharedMaterial);
            }
            pa.fStartDelay = EditorGUILayout.FloatField("延迟开始(小于0.03无延迟):", pa.fStartDelay);
            pa.Rows        = EditorGUILayout.IntField("行:", pa.Rows);
            pa.Columns     = EditorGUILayout.IntField("列:", pa.Columns);
            pa.Fps         = EditorGUILayout.FloatField("帧数:", pa.Fps);
            pa.SelfTiling  = EditorGUILayout.Vector2Field("密度:", pa.SelfTiling);
            pa.AniTimes    = EditorGUILayout.IntField("播放次数(小于等于0无限次):", pa.AniTimes);
            pa.IsReverse   = EditorGUILayout.Toggle("逆向:", pa.IsReverse);

            pa.UseModelUV = EditorGUILayout.Toggle("使用模型UV:", pa.UseModelUV);

            if (GUILayout.Button("Play"))
            {
                pa.Play();
            }
            if (GUILayout.Button("Stop"))
            {
                pa.Stop();
            }
            if (GUI.changed)
            {
                EditorUtility.SetDirty(pa);
            }
        }