using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
///
/// 使带有多个材质球的物体变透明
///
public class BaseWallControlTwo : MonoBehaviour
{
///
///
///
[Tooltip("")]
public List colliders = new List();
///
///
///
[Tooltip("")]
public List MyTransparent = new List();
///
///
///
[Tooltip("")]
public bool ChildRenderer;
private List meshRenderers;
private List materials;
public List empty = new List();
///
/// 透明材质
///
[Tooltip("透明材质")]
public Material TransparentMat;
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;
}
}
void Start()
{
//Debug.Log("版本号 1.1.1");
colliders = GetComponents().ToList();
for (int i = 0; i < Materials.Count; i++)
{
if (Materials[i].renderQueue == 3000)
{
MyTransparent.Add(Materials[i].name);
}
}
//Debug.Log("版本号 1.1.1");
}
///
/// 透明显示
///
[ContextMenu("透明显示")]
public void OpaquesTwo()
{
MeshRenderers.ForEach(renderer =>
{
Array.ForEach(renderer.materials, mat =>
{
mat.CopyPropertiesFromMaterial(TransparentMat);
});
});
//禁用碰撞
colliders.ForEach(x => x.enabled = false);
}
///
/// 取消透明显示
///
[ContextMenu("取消透明显示")]
public void OpaquesTwoFalse()
{
MeshRenderers.ForEach(renderer =>
{
Array.ForEach(renderer.materials, mat =>
{
mat.CopyPropertiesFromMaterial(empty.Find(x => x.name.Equals(mat.name)));
});
});
//启用碰撞
colliders.ForEach(x => x.enabled = true);
}
}