unity, itween 对不透明对象使用FadeTo需要先更换material

跟自己实现fade一样,使用itween对不透明对象FadeTo前也要先更换material为透明material。

设player的Hierarchy如下:

player

--aniRoot

----head

----body

 

其中head和body都挂有如下脚本:    

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.Assertions.Must;
public class materialControl : MonoBehaviour {
    public List<string> m_keyList;
    public List<Material> m_matList;
    private Dictionary<string,Material> m_matDic=new Dictionary<string, Material>();//dictionary will not show in inspeactor
    void Awake(){
        int keyCount = m_keyList.Count;
        int matCount = m_matList.Count;
        keyCount.MustBeEqual(matCount);
        for (int i=0; i<keyCount; i++) {
            string key=m_keyList[i];
            Material mat=m_matList[i];
            m_matDic.Add (key,mat);
        }

    }

    public Material getMaterialByKey(string key){
        Material mat=null;
        bool isGot=m_matDic.TryGetValue (key,out mat);
        if (isGot) {
            return mat;
        } else {
            return null;
        }

    }
    public void changeMaterialTo(string key){
        Material mat=getMaterialByKey (key);
        if (mat) {
            GetComponent<MeshRenderer> ().material = mat;
        } else {
            Debug.Log("error: material not found!");
        }
        
    }


}

player挂有如下脚本:

using UnityEngine;
using System.Collections;
using UnityEngine.Assertions.Must;
public class playerControl : MonoBehaviour {

 

  void fadeOut(){
    Transform aniRoot = transform.FindChild ("aniRoot");

 

    Transform[] allChildren = aniRoot.GetComponentsInChildren<Transform> ();

 

      foreach (Transform child in allChildren) {

 

       materialControl materialControlScript = child.GetComponent<materialControl> ();

 

       if (materialControlScript) {

 

         materialControlScript.changeMaterialTo ("fadeMat");

 

       }

 

     }  

 

     //ref: http://www.xuanyusong.com/archives/2052

 

     Hashtable args = new Hashtable();

     args.Add("alpha",0); 

 

     args.Add("time",0.2f);

 

     args.Add ("oncomplete", "disActive");

 

     args.Add("oncompleteparams", gameObject);

 

     args.Add("oncompletetarget", gameObject);

 

     iTween.FadeTo (aniRoot.gameObject, args);

 

  }

  void disActive(GameObject target){
    target.SetActive (false);
  }

  ......

 

}

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