Unity遮挡透明渐变
发表于2018-08-13
开发游戏过程中,出现角色被场景中的建筑物遮挡的情况该怎么办?下面就给大家介绍下遮挡后使用透明渐变的处理方法。
遮挡透明若没有渐变实现方法:
- 透明中物体存在list中
- 每过一段时间(可以每帧,但是流畅性会降低)摄像机发送一条射线向玩家,out hitInfo
- list与hitInfo比对,将在list中但是没有在hitInfo中的物体转变成不透明,list.remove;将在hitInfo中但是没有在list中转变成透明,list.add
若有渐变,实现比较麻烦一点,物体有两个状态:转变成透明过程中、转变成不透明过程中,添加两个list(InTransparent,outTransparent)对应两种状态,那么维护两个list即可:
1、未遮挡->遮挡,查看outTransparent,如果有该物体,从outTransparent移入InTransparent,outTransparent remove;如果没有添加新的加入InTransparent
2、遮挡->未遮挡,查看InTransparent,如果有该物体,从InTransparent移入outTransparent,InTransparent remove;如果没有添加新的加入outTransparent
摄像机CameraFollow.cs:
public class CameraFollow : MonoBehaviour { public static CameraFollow instance; public Transform Player; public List<CameraMaskInfo> Mask; public List<CameraMaskInfo> InTransparentList; public List<CameraMaskInfo> OutTransparentList; RaycastHit[] hitInfo; void Awake() { instance = this; } void Start() { StartCoroutine(IEMask()); } public void ClearMask() { Mask.Clear(); InTransparentList.Clear(); OutTransparentList.Clear(); } IEnumerator IEMask() { while (true) { hitInfo = Physics.CapsuleCastAll(FollowTarget.position + Vector3.up * 0.2f, FollowTarget.position - Vector3.up * 0.1f, 0.2f, (transform.position - FollowTarget.position).normalized, 100f, layerMask); bool flag; for (int i = Mask.Count - 1; i >= 0; i--) { flag = false; for (int j = 0; j < hitInfo.Length; j++) { if (Mask[i].GetObj() == hitInfo[j].collider.gameObject) { flag = true; break; } } if (!flag) { Mask[i].PutOutTransparent(); Mask.RemoveAt(i); } } for (int i = 0; i < hitInfo.Length; i++) { flag = false; for (int j = 0; j < Mask.Count; j++) { if (hitInfo[i].collider.gameObject == Mask[j].GetObj()) { flag = true; break; } } if (!flag) { CameraMaskInfo maskInfo = new CameraMaskInfo(hitInfo[i].collider.gameObject); maskInfo.PutInTransparent(); Mask.Add(maskInfo); } } } yield return new WaitForSeconds(0.2f); } void Update() { for (int i = InTransparentList.Count - 1; i >= 0; i--) { InTransparentList[i].Sub(); } for (int i = OutTransparentList.Count - 1; i >= 0; i--) { OutTransparentList[i].Add(); } } }
遮挡物体CameraMaskInfo.cs:
using UnityEngine; using System.Collections; public class CameraMaskInfo { private GameObject obj; private Shader[] preMaterialShader; public bool isDestroy; #region get public GameObject GetObj() { return obj; } public Shader[] GetpreMaterialShader() { return preMaterialShader; } #endregion public CameraMaskInfo(GameObject obj) { this.obj = obj; } public void PutInTransparent() { int id = -1; for (int i = 0; i < CameraFollow.instance.OutTransparentList.Count; i++) { if (CameraFollow.instance.OutTransparentList[i].GetObj() == obj) { id = i; //如果在out里面有,那么说明该物体的shader已经被改变,只能从之前的获得 preMaterialShader = CameraFollow.instance.OutTransparentList[i].GetpreMaterialShader(); CameraFollow.instance.InTransparentList.Add(CameraFollow.instance.OutTransparentList[i]); CameraFollow.instance.OutTransparentList.RemoveAt(i); break; } } if (id==-1) { preMaterialShader = new Shader[obj.renderer.materials.Length]; for (int i = 0; i < obj.renderer.materials.Length; i++) { preMaterialShader[i] = obj.renderer.materials[i].shader; obj.renderer.materials[i].shader = Shader.Find("Transparent/Diffuse"); } CameraFollow.instance.InTransparentList.Add(this); } } public void PutOutTransparent() { int id = -1; for (int i = 0; i < CameraFollow.instance.InTransparentList.Count; i++) { if (CameraFollow.instance.InTransparentList[i].GetObj() == obj) { id = i; CameraFollow.instance.OutTransparentList.Add(CameraFollow.instance.InTransparentList[i]); CameraFollow.instance.InTransparentList.RemoveAt(i); break; } } if (id == -1) { CameraFollow.instance.OutTransparentList.Add(this); } } public void Add() { for (int i = 0; i < obj.renderer.materials.Length; i++) { obj.renderer.materials[i].color = new Color(obj.renderer.materials[i].color.r, obj.renderer.materials[i].color.g, obj.renderer.materials[i].color.b, obj.renderer.materials[i].color.a + Time.deltaTime * 2f); } if (obj.renderer.materials[0].color.a >= 0.95f) { for (int i = 0; i < obj.renderer.materials.Length; i++) { obj.renderer.materials[i].color = new Color(obj.renderer.materials[i].color.r, obj.renderer.materials[i].color.g, obj.renderer.materials[i].color.b, 1f); } SetPreShader(); CameraFollow.instance.OutTransparentList.Remove(this); } } public void Sub() { for (int i = 0; i < obj.renderer.materials.Length; i++) { obj.renderer.materials[i].color = new Color(obj.renderer.materials[i].color.r, obj.renderer.materials[i].color.g, obj.renderer.materials[i].color.b, obj.renderer.materials[i].color.a - Time.deltaTime * 2f); } if (obj.renderer.materials[0].color.a <= 0.3f) { CameraFollow.instance.InTransparentList.Remove(this); } } private void SetPreShader() { for (int i = 0; i < obj.renderer.materials.Length; i++) { obj.renderer.materials[i].shader = preMaterialShader[i]; } } }
效果:
