示例#1
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();
                }
            }
        }
示例#2
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();
                }
            }
        }
示例#3
0
        void Finish()
        {
            if (!bInit)
            {
                return;
            }

            if (EffectNode.UseTestModel)
            {
                return;
            }

            if (matInstances.Count <= 0)
            {
                return;
            }


            //结束的时候,还原材质球
            foreach (Renderer r in m_Renders)
            {
                if (!r)
                {
                    continue;
                }
                //只还原第0个材质球
                if (OrginalmatMap.ContainsKey(r))
                {
                    Material[] mats = r.sharedMaterials;
                    EffectUtily.GabageRender(r, mats[0]);
                    mats[0]     = OrginalmatMap[r];
                    r.materials = mats;
                }
            }

            matInstances.Clear();

            //清空动画
            if (FadeInOutMaterialColor)
            {
                //如果运行模式不是外部指定的
                if (FadeInOutMaterialColor.RunMode == EffectRunMode.OutSiedePointed)
                {
                    FadeInOutMaterialColor.SetMaterialInstance(matInstances);
                    FadeInOutMaterialColor.Stop();
                }
            }

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

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

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

            if (GradientColor)
            {
                //如果运行模式不是外部指定的
                if (GradientColor.RunMode == EffectRunMode.OutSiedePointed)
                {
                    GradientColor.SetMaterialInstance(matInstances);
                    GradientColor.Stop();
                }
            }
        }
示例#4
0
        void Finish()
        {
            if (!bInit)
            {
                return;
            }

            if (EffectNode.UseTestModel)
            {
                return;
            }
            if (matInstances.Count <= 0)
            {
                return;
            }

            List <Material> TempList = new List <Material>();

            //结束的时候,清楚新增的材质球
            foreach (Renderer r in m_Renders)
            {
                if (!r)
                {
                    continue;
                }
                if (matInstancesMap.ContainsKey(r))
                {
                    TempList.Clear();
                    Material[] materials = r.sharedMaterials;
                    TempList.AddRange(r.sharedMaterials);
                    TempList.Remove(matInstancesMap[r]);
                    r.sharedMaterials = TempList.ToArray();

                    EffectUtily.GabageRender(r, matInstancesMap[r]);
                    var temp1 = matInstancesMap[r];
                    ResNode.DestroyRes(ref temp1);
                }
            }

            matInstances.Clear();
            matInstancesMap.Clear();

            //清空动画
            if (FadeInOutMaterialColor)
            {
                //如果运行模式不是外部指定的
                if (FadeInOutMaterialColor.RunMode == EffectRunMode.OutSiedePointed)
                {
                    FadeInOutMaterialColor.SetMaterialInstance(matInstances);
                    FadeInOutMaterialColor.Stop();
                }
            }

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

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

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

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