Coroutine无法正常工作:只有一个对象正在淡入

问题描述 投票:0回答:1

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;
        }
    }
}
c# unity3d coroutine oculus
1个回答
0
投票

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1,1,1,11,1,1,0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。

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