我刚刚更新了代码。对于wholeRenderer.materials [i] .color = Color.Lerp(wholeFadeInColors,wholeFadeOutColors,lerpFactor);似乎有问题。错误,我正在努力解决问题。会是什么呢?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class InteractionGO: MonoBehaviour
{
Renderer cutawayRenderer;
Renderer wholeRenderer;
Color fadedInColor;
Color fadedOutColor;
private const float MIN_FADE = 0.0f;
private const float MAX_FADE = 1.0f;
private void Awake()
{
fadedInColor = new Color(1f, 1f, 1f, 100f);
fadedOutColor = new Color(1f, 1f, 1f, 0f);
wholeRenderer = wholeRenderer.GetComponent<Renderer>();
cutawayRenderer = cutawayRenderer.GetComponent<Renderer>();
}
public void fade()
{
StartCoroutine(colorlerpin());
}
public IEnumerator colorlerpin()
{
// I recommend to setup everything before the loop once to improve perfromance
// -> collect all full faded-in and faded-out color information
List<Color> wholeFadeInColors = new List<Color>();
List<Color> wholeFadeOutColors = new List<Color>();
foreach (var mat in wholeRenderer.materials)
{
// add fadedin color
wholeFadeInColors.Add(new Color(mat.color.r, mat.color.g, mat.color.b, MAX_FADE));
// add faded out color
wholeFadeOutColors.Add(new Color(mat.color.r, mat.color.g, mat.color.b, MIN_FADE));
}
List<Color> cutawayFadeInColors = new List<Color>();
List<Color> cutawayFadeOutColors = new List<Color>();
foreach (var mat in wholeRenderer.materials)
{
// add fadedin color
cutawayFadeInColors.Add(new Color(mat.color.r, mat.color.g, mat.color.b, MAX_FADE));
// add faded out color
cutawayFadeOutColors.Add(new Color(mat.color.r, mat.color.g, mat.color.b, MIN_FADE));
}
float ElapsedTime2 = 0.0f;
float TotalTime2 = 1f;
while (ElapsedTime2 < TotalTime2)
{
var lerpFactor = ElapsedTime2 / TotalTime2;
// Now apply before stored materials like
for (int i = 0; i < wholeRenderer.materials.Length; i++)
{
wholeRenderer.materials[i].color = Color.Lerp(wholeFadeInColors, wholeFadeOutColors, lerpFactor);
}
for (int i = 0; i < wholeRenderer.materials.Length; i++)
{
cutawayRenderer.materials[i].color = Color.Lerp(cutawayFadeOutColors, cutawayFadeInColors, lerpFactor);
}
ElapsedTime2 += Time.deltaTime;
yield return null;
}
}
}
我建议只做一次所有昂贵的东西
Renderer cutawayRenderer;
Renderer wholeRenderer;
Color fadedInColor;
Color fadedOutColor;
private void Awake()
{
fadedInColor = new Color(1f, 1f, 1f, 100f);
fadedOutColor = new Color(1f, 1f, 1f, 0f);
wholeRenderer = whole.GetComponent<Renderer>();
cutawayRenderer = cutaway.GetComponent<Renderer>();
}
并重用它。另外你为什么两次增加ElpasedTime2?你的例程产生两次,所以在一帧中只有第一个物体褪色而一帧在另一个物体上褪色......你更想要的是同时褪色两个物体
public IEnumerator colorlerpin()
{
float ElapsedTime2 = 0.0f;
float TotalTime2 = 1f;
while (ElapsedTime2 < TotalTime2)
{
// you can store the current colors in order to apply them to multiple
// materials or renderers as well
// fading out color
var fadeOutColor = Color.Lerp(fadedInColor, fadedOutColor, (ElapsedTime2 / TotalTime2));
// fading in color
var fadeInColor = Color.Lerp(fadedOutColor, fadedInColor, (ElapsedTime2 / TotalTime2));
// Now apply those two colors wherever you want
// fades out main object
wholeRenderer.material.color = fadeOutColor;
// fades in new oblect
cutawayRenderer.material.color = fadeInColor;
ElapsedTime2 += Time.deltaTime;
yield return null;
}
}
但是我不明白为什么你的一个对象应该被“忽略”,因为只要你做material.color = xy
就应该创建一个材料实例。因此,除非有任何其他脚本或Animator
也改变这些材料,它应该没问题。
更新
既然你说你想把它应用到多个材料我会事先设置所有的Color
数据,然后只在循环中做必要的lerping而不是一直使用new Color
private const float MIN_FADE = 0.0f;
private const float MAX_FADE = 1.0f;
public IEnumerator colorlerpin()
{
// I recommend to setup everything before the loop once to improve perfromance
// -> collect all full faded-in and faded-out color information
List<Color> wholeFadeInColors = new List<Color>();
List<Color> wholeFadeIOutColors = new List<Color>();
foreach(var mat in wholeRenderer.materials)
{
// add fadedin color
wholeFadeInColors.Add(new Color(mat.color.r, mat.color.g, mat.color.b, MAX_FADE));
// add faded out color
wholeFadeOUTColors.Add(new Color(mat.color.r, mat.color.g, mat.color.b, MIN_FADE));
}
List<Color> cutawayFadeInColors = new List<Color>();
List<Color> cutawayFadeIOutColors = new List<Color>();
foreach(var mat in wholeRenderer.materials)
{
// add fadedin color
cutawayFadeInColors.Add(new Color(mat.color.r, mat.color.g, mat.color.b, MAX_FADE));
// add faded out color
cutawayFadeIOutColors.Add(new Color(mat.color.r, mat.color.g, mat.color.b, MIN_FADE));
}
float ElapsedTime2 = 0.0f;
float TotalTime2 = 1f;
while (ElapsedTime2 < TotalTime2)
{
var lerpFactor = ElapsedTime2 / TotalTime2;
// Now apply before stored materials like
var wholeMaterials = wholeRenderer.materials;
for(int i = 0; i < wholeMaterials.Length; i++)
{
wholeMaterials[i].color = Color.Lerp(wholeFadeInColors, wholeFadeIOutColors, lerpFactor);
}
wholeRenderer.materials = wholeMaterials;
var cutawayMaterials = cutawayRenderer.materials;
for(int i = 0; i < cutawayMaterials .Length; i++)
{
cutawayMaterials[i].color = Color.Lerp(cutawayFadeIOutColors, cutawayFadeInColors, lerpFactor );
}
cutawayRenderer.materials = cutawayMaterials;
ElapsedTime2 += Time.deltaTime;
yield return null;
}
}
如果你只想要使用1,1,1,1
和1,1,1,0
而不是在场外,你可以完全忘记以前收集颜色,只是在这两种颜色之间进行渲染。