ZhangZhouSpecialEquipment/Assets/Scripts/扶梯/FuTiLightingCtrl.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FuTiLightingCtrl : MonoBehaviour
{
// 原始材质在Inspector中赋值
public Material originalMaterial;
//所有render
public Renderer[] AllRenders;
//所有实例化的材质
private Material[] _instanceMaterials; // 实例化的材质副本
[Range(0, 20)] public float targetIntensity = 5f; // 目标强度
private float _currentIntensity;
void Start()
{
_instanceMaterials = new Material[AllRenders.Length];
for (int i = 0; i < AllRenders.Length; i++)
{
// 实例化材质副本(关键步骤)
_instanceMaterials[i] = new Material(originalMaterial);
// 将副本赋值给物体,替代原始材质
AllRenders[i].material = _instanceMaterials[i];
}
StartCoroutine(WaitTimeToLetLighting());
}
// 修改实例化材质的自发光强度
public void ChangeInstanceColor(int num)
{
_instanceMaterials[num].SetFloat("_EmissionIntensity", targetIntensity);
}
// 清理:销毁实例化的材质(避免内存泄漏)
void OnDestroy()
{
for (int i = 0;i < AllRenders.Length;i++)
{
if (_instanceMaterials[i] != null)
{
Destroy(_instanceMaterials[i]);
}
}
}
IEnumerator WaitTimeToLetLighting()
{
int num = 0;
while (true) {
yield return new WaitForSeconds(0.5f);
if (num < AllRenders.Length)
{
_instanceMaterials[num].SetFloat("_EmissionIntensity", targetIntensity);
num++;
}
else
{
foreach (var mat in _instanceMaterials)
{
mat.SetFloat("_EmissionIntensity", 0);
}
num = 0;
}
}
}
}