using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
///
/// 透明脚本
///
public class TransparentGlow : MonoBehaviour
{
public bool isTransparentGlow = false;
private List meshRenderers;
///
/// 自身的
///
private List materials;
///
/// 复制出来的
///
public List empty = new List();
public Shader TransparentGlow_Shader;
public List MeshRenderers
{
get
{
if (meshRenderers == null)
meshRenderers = GetComponentsInChildren().ToList();
return meshRenderers;
}
}
public List Materials
{
get
{
if (materials == null)
{
materials = new List();
MeshRenderers.ForEach(render =>
{
Array.ForEach(render.materials, (_mat) =>
{
if (!materials.Contains(_mat))
{
materials.Add(_mat);
Material _emp = new Material(_mat);
empty.Add(_emp);
}
});
});
}
return materials;
}
}
// Start is called before the first frame update
void Start()
{
for (int i = 0; i < Materials.Count; i++)
break;
if (TransparentGlow_Shader == null)
TransparentGlow_Shader = Resources.Load("TransparentGlow");
}
// Update is called once per frame
void Update()
{
}
///
/// 透明
///
[ContextMenu("透明")]
public void F1(/*float a = 0.5f*/)
{
for (int i = 0; i < Materials.Count; i++)
{
Materials[i].shader = TransparentGlow_Shader;
Materials[i].renderQueue = 3000;
//Materials[i].SetFloat("_Transparecy", a);
}
}
///
/// 恢复原材质
///
[ContextMenu("恢复原材质")]
public void F2()
{
for (int i = 0; i < Materials.Count; i++)
{
Materials[i].shader = empty[i].shader;
}
}
[ContextMenu("添加点击组件")]
public void F3()
{
TransparentGlow[] components = FindObjectsOfType(false);
foreach (var item in components)
{
ClickEvent clickEvent = item.GetComponent();
BoxCollider boxCollider = item.GetComponent();
if (item.gameObject.activeSelf)
{
if (!clickEvent) item.gameObject.AddComponent();
if (!boxCollider)
{
var a = item.gameObject.AddComponent();
a.isTrigger = true;
}
}
}
}
}