// OnTriggerExit is called when the Collider other has stopped touching the trigger
        public void OnTriggerExit(Collider other)
        {
            // Retrieve all the renderers
            Renderer[] rendererWeHit      = other.gameObject.GetComponentsInChildren <Renderer>();
            List <int> renderersToRestore = new List <int>();

            for (int idx = 0; idx < rendererWeHit.Length; idx++)
            {
                int key = rendererWeHit[idx].GetInstanceID();
                if (modifiedShaders.ContainsKey(key))
                {
                    renderersToRestore.Add(key);
                }
            }
            for (int i = 0; i < renderersToRestore.Count; i++)
            {
                ShaderData sd = modifiedShaders[renderersToRestore[i]];
                modifiedShaders.Remove(renderersToRestore[i]);
                for (int j = 0; j < sd.renderer.materials.Length; j++)
                {
                    sd.renderer.materials[j].shader = sd.shader[j];
                    if (sd.renderer.materials[j].HasProperty("_Color"))
                    {
                        sd.renderer.materials[j].color = sd.color[j];
                    }
                }
            }
        }
 // OnTriggerEnter is called when the Collider other enters the trigger
 public void OnTriggerEnter(Collider other)
 {
     int objLayer = 1 << other.gameObject.layer;
     if (other.isTrigger && ignoreTriggers || other.CompareTag(playerTag) || (layersToFade & objLayer) != objLayer)
         return;
     // Retrieve all the renderers
     Renderer[] rendererWeHit = other.gameObject.GetComponentsInChildren<Renderer>();
     // Loop through the renderers
     for (int idx = 0; idx < rendererWeHit.Length; idx++)
     {
         if (rendererWeHit[idx] != null) // just to be on the safe side :)
         {
             // If we changed this already we skip it, otherwise we proceed with the change
             if (!modifiedShaders.ContainsKey(rendererWeHit[idx].GetInstanceID()))
             {
                 ShaderData shaderData = new ShaderData();
                 shaderData.renderer = rendererWeHit[idx];
                 shaderData.shader = new Shader[rendererWeHit[idx].materials.Length];
                 shaderData.color = new Color[rendererWeHit[idx].materials.Length];
                 for (int j = 0; j < rendererWeHit[idx].materials.Length; j++)
                 {
                     shaderData.shader[j] = rendererWeHit[idx].materials[j].shader;
                     if (rendererWeHit[idx].materials[j].HasProperty("_Color"))
                         shaderData.color[j] = rendererWeHit[idx].materials[j].color;
                     rendererWeHit[idx].materials[j].shader = transparentShader;
                     rendererWeHit[idx].materials[j].color = fadingColorToUse;
                 }
                 // Add the shader to the list of those that have been changed
                 modifiedShaders.Add(rendererWeHit[idx].GetInstanceID(), shaderData);
             }
         }
     }
 }
        // OnTriggerEnter is called when the Collider other enters the trigger
        public void OnTriggerEnter(Collider other)
        {
            int objLayer = 1 << other.gameObject.layer;

            if (other.isTrigger && ignoreTriggers || other.CompareTag(playerTag) || (layersToFade & objLayer) != objLayer)
            {
                return;
            }
            // Retrieve all the renderers
            Renderer[] rendererWeHit = other.gameObject.GetComponentsInChildren <Renderer>();
            // Loop through the renderers
            for (int idx = 0; idx < rendererWeHit.Length; idx++)
            {
                if (rendererWeHit[idx] != null) // just to be on the safe side :)
                {
                    // If we changed this already we skip it, otherwise we proceed with the change
                    if (!modifiedShaders.ContainsKey(rendererWeHit[idx].GetInstanceID()))
                    {
                        ShaderData    shaderData = new ShaderData();
                        FadingManager fade       = rendererWeHit[idx].gameObject.GetComponent <FadingManager>();
                        if (fade != null)
                        {
                            fade.GoAway();
                        }
                        shaderData.renderer  = rendererWeHit[idx];
                        shaderData.materials = rendererWeHit[idx].materials;
                        Material[] tmpMats = rendererWeHit[idx].materials;
                        shaderData.color = new Color[rendererWeHit[idx].materials.Length];
                        for (int j = 0; j < tmpMats.Length; j++)
                        {
                            shaderData.color[j] = tmpMats[j].color;
                            tmpMats[j]          = new Material(transparentMaterial);
                            tmpMats[j].color    = fadingColorToUse;
                            if (replicateTexture)
                            {
                                tmpMats[j].mainTexture = rendererWeHit[idx].materials[j].mainTexture;
                            }
                            else
                            {
                                tmpMats[j].mainTexture = null;
                            }
                        }
                        rendererWeHit[idx].materials = tmpMats;
                        // Add the shader to the list of those that have been changed
                        modifiedShaders.Add(rendererWeHit[idx].GetInstanceID(), shaderData);
                        fade              = rendererWeHit[idx].gameObject.AddComponent <FadingManager>();
                        fade.fadingTime   = fadingTime;
                        fade.fadingAmount = transparenceValue;
                    }
                }
            }
        }
        // OnTriggerEnter is called when the Collider other enters the trigger
        public void OnTriggerEnter(Collider other)
        {
            int objLayer = 1 << other.gameObject.layer;

            if (other.isTrigger && ignoreTriggers || other.CompareTag(playerTag) || (layersToFade & objLayer) != objLayer)
            {
                return;
            }
            // Retrieve all the renderers
            Renderer[] rendererWeHit = other.gameObject.GetComponentsInChildren <Renderer>();
            // Loop through the renderers
            for (int idx = 0; idx < rendererWeHit.Length; idx++)
            {
                if (rendererWeHit[idx] != null) // just to be on the safe side :)
                {
                    // If we changed this already we skip it, otherwise we proceed with the change
                    if (!modifiedShaders.ContainsKey(rendererWeHit[idx].GetInstanceID()))
                    {
                        ShaderData shaderData = new ShaderData();
                        shaderData.renderer = rendererWeHit[idx];
                        shaderData.shader   = new Shader[rendererWeHit[idx].materials.Length];
                        shaderData.color    = new Color[rendererWeHit[idx].materials.Length];
                        for (int j = 0; j < rendererWeHit[idx].materials.Length; j++)
                        {
                            shaderData.shader[j] = rendererWeHit[idx].materials[j].shader;
                            if (rendererWeHit[idx].materials[j].HasProperty("_Color"))
                            {
                                shaderData.color[j] = rendererWeHit[idx].materials[j].color;
                            }
                            rendererWeHit[idx].materials[j].shader = transparentShader;
                            rendererWeHit[idx].materials[j].color  = fadingColorToUse;
                        }
                        // Add the shader to the list of those that have been changed
                        modifiedShaders.Add(rendererWeHit[idx].GetInstanceID(), shaderData);
                    }
                }
            }
        }
        // OnTriggerExit is called when the Collider other has stopped touching the trigger
        public void OnTriggerExit(Collider other)
        {
            // Retrieve all the renderers
            Renderer[] rendererWeHit      = other.gameObject.GetComponentsInChildren <Renderer>();
            List <int> renderersToRestore = new List <int>();

            for (int idx = 0; idx < rendererWeHit.Length; idx++)
            {
                int key = rendererWeHit[idx].GetInstanceID();
                if (modifiedShaders.ContainsKey(key))
                {
                    renderersToRestore.Add(key);
                }
            }
            for (int i = 0; i < renderersToRestore.Count; i++)
            {
                ShaderData sd = modifiedShaders[renderersToRestore[i]];
                modifiedShaders.Remove(renderersToRestore[i]);
                for (int m = 0; m < sd.materials.Length; m++)
                {
                    FadingManager fade = sd.renderer.gameObject.GetComponent <FadingManager>();
                    if (fade != null)
                    {
                        fade.GoAway();
                    }
                    fade              = sd.renderer.gameObject.AddComponent <FadingManager>();
                    fade.fadingTime   = fadingTime;
                    fade.fadingAmount = transparenceValue;
                    fade.fadeOut      = false;
                    fade.matIdx       = m;
                    fade.oldMat       = sd.materials[m];
                    fade.oldColor     = sd.color[m];
                }
            }
            Resources.UnloadUnusedAssets();
        }
 // This function is called every fixed framerate frame, if the MonoBehaviour is enabled
 private void FixedUpdate()
 {
     if (playerTransform == null) // Do nothing if we have no target
         return;
     // Let's retrieve all the objects in the way of the camera
     #if UNITY_5
     RaycastHit[] hit = Physics.RaycastAll(myTransform.position, myTransform.forward, (playerTransform.position - myTransform.position).magnitude + offset, layersToFade, ignoreTriggers ? QueryTriggerInteraction.Ignore : QueryTriggerInteraction.Collide);
     #else
     RaycastHit[] hit = Physics.RaycastAll(myTransform.position, myTransform.forward, (playerTransform.position - myTransform.position).magnitude + offset, layersToFade);
     #endif
     Debug.DrawLine(myTransform.position, playerTransform.position + (myTransform.forward * offset), fadingColorToUse, Time.fixedDeltaTime);
     List<int> renderersIdsHitInThisFrame = new List<int>();
     if (hit != null)
     {
         // Parse all objects we hit
         for (int i = 0; i < hit.Length; i++)
         {
     #if !UNITY_5
             if (hit[i].collider.isTrigger && ignoreTriggers)
                 continue;
     #endif
             // Ignore the player :)
             if (!hit[i].collider.CompareTag(playerTag))
             {
                 // Retrieve all the renderers
                 Renderer[] rendererWeHit = hit[i].collider.gameObject.GetComponentsInChildren<Renderer>();
                 // Loop through the renderers
                 for (int idx = 0; idx < rendererWeHit.Length; idx++)
                 {
                     if (rendererWeHit[idx] != null) // just to be on the safe side :)
                     {
                         // Store the render's unique Id among those hit during the current frame
                         renderersIdsHitInThisFrame.Add(rendererWeHit[idx].GetInstanceID());
                         // If we changed this alreadu we skip it, otherwise we proceed with
                         // the change
                         if (!modifiedShaders.ContainsKey(rendererWeHit[idx].GetInstanceID()))
                         {
                             ShaderData shaderData = new ShaderData();
                             shaderData.renderer = rendererWeHit[idx];
                             shaderData.shader = new Shader[rendererWeHit[idx].materials.Length];
                             shaderData.color = new Color[rendererWeHit[idx].materials.Length];
                             for (int j = 0; j < rendererWeHit[idx].materials.Length; j++)
                             {
                                 shaderData.shader[j] = rendererWeHit[idx].materials[j].shader;
                                 if (rendererWeHit[idx].materials[j].HasProperty("_Color"))
                                     shaderData.color[j] = rendererWeHit[idx].materials[j].color;
                                 rendererWeHit[idx].materials[j].shader = transparentShader;
                                 rendererWeHit[idx].materials[j].color = fadingColorToUse;
                             }
                             // Add the shader to the list of those that have been changed
                             modifiedShaders.Add(rendererWeHit[idx].GetInstanceID(), shaderData);
                         }
                     }
                 }
             }
         }
     }
     // Now let's restore those shaders that we changed but now they are no longer in the way
     List<int> renderersToRestore = new List<int>();
     foreach (KeyValuePair<int, ShaderData> elemento in modifiedShaders)
     {
         if (!renderersIdsHitInThisFrame.Contains(elemento.Key))
             renderersToRestore.Add(elemento.Key);
     }
     for (int i = 0; i < renderersToRestore.Count; i++)
     {
         ShaderData sd = modifiedShaders[renderersToRestore[i]];
         modifiedShaders.Remove(renderersToRestore[i]);
         for (int j = 0; j < sd.renderer.materials.Length; j++)
         {
             sd.renderer.materials[j].shader = sd.shader[j];
             if (sd.renderer.materials[j].HasProperty("_Color"))
                 sd.renderer.materials[j].color = sd.color[j];
         }
     }
 }
示例#7
0
        // This function is called every fixed framerate frame, if the MonoBehaviour is enabled
        private void FixedUpdate()
        {
            if (playerTransform == null) // Do nothing if we have no target
            {
                return;
            }
            // Let's retrieve all the objects in the way of the camera
#if UNITY_5
            RaycastHit[] hit = Physics.RaycastAll(myTransform.position, myTransform.forward, (playerTransform.position - myTransform.position).magnitude + offset, layersToFade, ignoreTriggers ? QueryTriggerInteraction.Ignore : QueryTriggerInteraction.Collide);
#else
            RaycastHit[] hit = Physics.RaycastAll(myTransform.position, myTransform.forward, (playerTransform.position - myTransform.position).magnitude + offset, layersToFade);
#endif
            Debug.DrawLine(myTransform.position, playerTransform.position + (myTransform.forward * offset), fadingColorToUse, Time.fixedDeltaTime);
            List <int> renderersIdsHitInThisFrame = new List <int>();
            if (hit != null)
            {
                // Parse all objects we hit
                for (int i = 0; i < hit.Length; i++)
                {
#if !UNITY_5
                    if (hit[i].collider.isTrigger && ignoreTriggers)
                    {
                        continue;
                    }
#endif
                    // Ignore the player :)
                    if (!hit[i].collider.CompareTag(playerTag))
                    {
                        // Retrieve all the renderers
                        Renderer[] rendererWeHit = hit[i].collider.gameObject.GetComponentsInChildren <Renderer>();
                        // Loop through the renderers
                        for (int idx = 0; idx < rendererWeHit.Length; idx++)
                        {
                            if (rendererWeHit[idx] != null) // just to be on the safe side :)
                            {
                                // Store the render's unique Id among those hit during the current frame
                                renderersIdsHitInThisFrame.Add(rendererWeHit[idx].GetInstanceID());
                                // If we changed this alreadu we skip it, otherwise we proceed with
                                // the change
                                if (!modifiedShaders.ContainsKey(rendererWeHit[idx].GetInstanceID()))
                                {
                                    ShaderData shaderData = new ShaderData();
                                    shaderData.renderer = rendererWeHit[idx];
                                    shaderData.shader   = new Shader[rendererWeHit[idx].materials.Length];
                                    shaderData.color    = new Color[rendererWeHit[idx].materials.Length];
                                    for (int j = 0; j < rendererWeHit[idx].materials.Length; j++)
                                    {
                                        shaderData.shader[j] = rendererWeHit[idx].materials[j].shader;
                                        if (rendererWeHit[idx].materials[j].HasProperty("_Color"))
                                        {
                                            shaderData.color[j] = rendererWeHit[idx].materials[j].color;
                                        }
                                        rendererWeHit[idx].materials[j].shader = transparentShader;
                                        rendererWeHit[idx].materials[j].color  = fadingColorToUse;
                                    }
                                    // Add the shader to the list of those that have been changed
                                    modifiedShaders.Add(rendererWeHit[idx].GetInstanceID(), shaderData);
                                }
                            }
                        }
                    }
                }
            }
            // Now let's restore those shaders that we changed but now they are no longer in the way
            List <int> renderersToRestore = new List <int>();
            foreach (KeyValuePair <int, ShaderData> elemento in modifiedShaders)
            {
                if (!renderersIdsHitInThisFrame.Contains(elemento.Key))
                {
                    renderersToRestore.Add(elemento.Key);
                }
            }
            for (int i = 0; i < renderersToRestore.Count; i++)
            {
                ShaderData sd = modifiedShaders[renderersToRestore[i]];
                modifiedShaders.Remove(renderersToRestore[i]);
                for (int j = 0; j < sd.renderer.materials.Length; j++)
                {
                    sd.renderer.materials[j].shader = sd.shader[j];
                    if (sd.renderer.materials[j].HasProperty("_Color"))
                    {
                        sd.renderer.materials[j].color = sd.color[j];
                    }
                }
            }
        }
示例#8
0
        // This function is called every fixed framerate frame, if the MonoBehaviour is enabled
        private void FixedUpdate()
        {
            if (playerTransform == null) // Do nothing if we have no target
            {
                return;
            }
            // Let's retrieve all the objects in the way of the camera
#if  UNITY_5_0 || UNITY_5_1
            if (!useSpherecast)
            {
                hit = Physics.RaycastAll(myTransform.position, myTransform.forward, (playerTransform.position - myTransform.position).magnitude + offset, layersToFade);
            }
            else
            {
                hit = Physics.SphereCastAll(myTransform.position, spherecastRadius, myTransform.forward, (playerTransform.position - myTransform.position).magnitude + offset, layersToFade);
            }
#else
            if (!useSpherecast)
            {
                hit = Physics.RaycastAll(myTransform.position, myTransform.forward, (playerTransform.position - myTransform.position).magnitude + offset, layersToFade, ignoreTriggers ? QueryTriggerInteraction.Ignore : QueryTriggerInteraction.Collide);
            }
            else
            {
                hit = Physics.SphereCastAll(myTransform.position, spherecastRadius, myTransform.forward, (playerTransform.position - myTransform.position).magnitude + offset, layersToFade, ignoreTriggers ? QueryTriggerInteraction.Ignore : QueryTriggerInteraction.Collide);
            }
#endif
            Debug.DrawLine(myTransform.position, playerTransform.position + (myTransform.forward * offset), fadingColorToUse, Time.fixedDeltaTime);
            List <int> renderersIdsHitInThisFrame = new List <int>();
            if (hit != null)
            {
                // Parse all objects we hit
                for (int i = 0; i < hit.Length; i++)
                {
                    if (hit[i].collider.isTrigger && ignoreTriggers)
                    {
                        continue;
                    }
                    // Ignore the player :)
                    if (!(hit[i].collider.CompareTag(playerTag) || hit[i].collider.CompareTag("NoFade")))
                    {
                        // Retrieve all the renderers
                        Renderer[] rendererWeHit = hit[i].collider.gameObject.GetComponentsInChildren <Renderer>();
                        // Loop through the renderers
                        for (int idx = 0; idx < rendererWeHit.Length; idx++)
                        {
                            if (rendererWeHit[idx] != null) // just to be on the safe side :)
                            {
                                // Store the render's unique Id among those hit during the current frame
                                renderersIdsHitInThisFrame.Add(rendererWeHit[idx].GetInstanceID());
                                // If we changed this already we skip it, otherwise we proceed with
                                // the change
                                if (!modifiedShaders.ContainsKey(rendererWeHit[idx].GetInstanceID()))
                                {
                                    ShaderData    shaderData = new ShaderData();
                                    FadingManager fade       = rendererWeHit[idx].gameObject.GetComponent <FadingManager>();
                                    if (fade != null)
                                    {
                                        fade.GoAway();
                                    }
                                    shaderData.renderer  = rendererWeHit[idx];
                                    shaderData.materials = rendererWeHit[idx].materials;
                                    Material[] tmpMats = rendererWeHit[idx].materials;
                                    shaderData.color = new Color[rendererWeHit[idx].materials.Length];
                                    for (int j = 0; j < tmpMats.Length; j++)
                                    {
                                        shaderData.color[j] = tmpMats[j].color;
                                        tmpMats[j]          = transparentMaterial;
                                        tmpMats[j].color    = fadingColorToUse;
                                        if (replicateTexture)
                                        {
                                            tmpMats[j].mainTexture = rendererWeHit[idx].materials[j].mainTexture;
                                        }
                                        else
                                        {
                                            tmpMats[j].mainTexture = null;
                                        }
                                    }
                                    rendererWeHit[idx].materials = tmpMats;
                                    // Add the shader to the list of those that have been changed
                                    modifiedShaders.Add(rendererWeHit[idx].GetInstanceID(), shaderData);
                                    fade              = rendererWeHit[idx].gameObject.AddComponent <FadingManager>();
                                    fade.fadingTime   = fadingTime;
                                    fade.fadingAmount = transparenceValue;
                                }
                            }
                        }
                    }
                }
            }
            // Now let's restore those shaders that we changed but now they are no longer in the way
            List <int> renderersToRestore = new List <int>();
            foreach (KeyValuePair <int, ShaderData> elemento in modifiedShaders)
            {
                if (!renderersIdsHitInThisFrame.Contains(elemento.Key))
                {
                    renderersToRestore.Add(elemento.Key);
                }
            }
            for (int i = 0; i < renderersToRestore.Count; i++)
            {
                ShaderData sd = modifiedShaders[renderersToRestore[i]];
                modifiedShaders.Remove(renderersToRestore[i]);
                for (int m = 0; m < sd.materials.Length; m++)
                {
                    FadingManager fade = sd.renderer.gameObject.GetComponent <FadingManager>();
                    if (fade != null)
                    {
                        fade.GoAway();
                    }
                    fade              = sd.renderer.gameObject.AddComponent <FadingManager>();
                    fade.fadingTime   = fadingTime;
                    fade.fadingAmount = transparenceValue;
                    fade.fadeOut      = false;
                    fade.matIdx       = m;
                    fade.oldMat       = sd.materials[m];
                    fade.oldColor     = sd.color[m];
                }
            }
            Resources.UnloadUnusedAssets();
        }