using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Fading : MonoBehaviour
{
[Header("Fading")]
public List<GameObject> objectsToFade = new List<GameObject>();
public float duration;
public Coroutine fadeCoroutine;
public bool automatic = false;
public bool startFading = false;
[Header("Random")]
public bool randomObjects = false;
public bool randomDuration = false;
public bool faded = false;
private bool fadeInOut = false;
private bool coroutineIsRunning = false;
private List<Material> objectsToFadeMaterials = new List<Material>();
private bool randomOnce = false;
private Material randomMaterial;
private float originalDuration;
private void Start()
{
originalDuration = duration;
for (int i = 0; i < objectsToFade.Count; i )
{
objectsToFadeMaterials.Add(objectsToFade[i].GetComponent<Renderer>().material);
}
}
private void Update()
{
if (startFading)
{
if (automatic)
{
if (!coroutineIsRunning)
{
Fade();
}
}
else
{
if (Input.GetKeyDown(KeyCode.G))
{
Fade();
}
}
}
}
private void Fade()
{
fadeInOut = !fadeInOut;
if (fadeCoroutine != null)
StopCoroutine(fadeCoroutine);
if(randomDuration)
{
duration = Random.Range(1, 20);
}
else
{
duration = originalDuration;
}
if (randomObjects && objectsToFade.Count > 1)
{
if (randomOnce == false)
{
randomMaterial = objectsToFadeMaterials[Random.Range(0, objectsToFadeMaterials.Count)];
randomOnce = true;
}
if (fadeInOut)
{
fadeCoroutine = StartCoroutine(FadeTo(randomMaterial, 0, duration));
}
else
{
fadeCoroutine = StartCoroutine(FadeTo(randomMaterial, 1, duration));
}
}
else
{
for (int i = 0; i < objectsToFadeMaterials.Count; i )
{
if (fadeInOut)
{
fadeCoroutine = StartCoroutine(FadeTo(objectsToFadeMaterials[i], 0, duration));
}
else
{
fadeCoroutine = StartCoroutine(FadeTo(objectsToFadeMaterials[i], 1, duration));
}
}
}
}
public IEnumerator FadeTo(Material material, float targetOpacity, float duration)
{
Color color = material.color;
float startOpacity = color.a;
float t = 0;
coroutineIsRunning = true;
while (t < duration)
{
t = Time.deltaTime;
float blend = Mathf.Clamp01(t / duration);
color.a = Mathf.Lerp(startOpacity, targetOpacity, blend);
material.color = color;
if(t > duration)
{
coroutineIsRunning = false;
}
if(color.a == 1)
{
randomOnce = false;
}
if(color.a == 0)
{
faded = true;
}
yield return null;
}
}
}
我知道如果 color.a 為 0,則物件淡出完成,然后我將淡出設定為 true。
在附加到傳送器的第二個腳本中,如果物件淡出,我想開始傳送,然后傳送到下一個傳送器并淡入回來,依此類推。
此腳本附加到每個傳送器:
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class Teleport : MonoBehaviour
{
public Fading fading;
public List<GameObject> objectsToTeleport = new List<GameObject>();
//Start is called before the first frame update
void Start()
{
objectsToTeleport = GameObject.FindGameObjectsWithTag("ObjectToTeleport").ToList();
}
// Update is called once per frame
void Update()
{
}
private void OnTriggerEnter(Collider other)
{
StartCoroutine(fading.FadeTo(objectsToTeleport[0].GetComponent<Renderer>().material, 0, 2));
}
}
這個腳本是傳送腳本:
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net.WebSockets;
using UnityEngine;
using UnityEngine.Scripting.APIUpdating;
public class Teleporting : MonoBehaviour
{
public List<ObjectToTeleport> objectsToTeleport;
public List<ObjectToTeleport> currentlyTeleportedObjects;
public List<GameObject> teleporters;
public float teleportingTime;
public float teleportingStartTime;
public bool startTeleporting = false;
public GameObject[] groups;
public bool loop = false;
public bool random = false;
public int teleportationsCount = 0;
[Serializable]
public class ObjectToTeleport
{
public GameObject teleportableObject;
public int teleportOrder;
}
public void Start()
{
StartTeleporting();
}
private void Update()
{
}
public void StartTeleporting()
{
if (startTeleporting)
{
if (teleporters.Count > 1 && objectsToTeleport.Count > 0)
{
InvokeRepeating("MoveTeleportableObjects", teleportingStartTime, teleportingTime);
}
}
}
private void MoveTeleportableObjects()
{
if (teleportationsCount < objectsToTeleport.Count)
currentlyTeleportedObjects.Add(objectsToTeleport[teleportationsCount]);
for (int i = 0; i < currentlyTeleportedObjects.Count; i )
{
if (!loop)
{
MoveObjects(i);
}
else
{
MoveObjects(i);
}
}
teleportationsCount ;
}
private void MoveObjects(int i)
{
GameObject destinationTeleporter = teleporters[currentlyTeleportedObjects[i].teleportOrder];
currentlyTeleportedObjects[i].teleportableObject.transform.position = destinationTeleporter.transform.position;
if (currentlyTeleportedObjects[i].teleportOrder < teleporters.Count - 1)
{
currentlyTeleportedObjects[i].teleportOrder ;
}
else if (loop == true)
{
{
currentlyTeleportedObjects[i].teleportOrder = 0;
}
}
}
}
我需要以某種方式在 Teleport 腳本中的衰落和傳送之間進行同步。但這似乎有點復雜。
它自己的 Fading 腳本和它自己的 Teleporting 腳本作業正常,但在它們之間進行同步是問題所在。
更新 :
我嘗試了什么:
在 Fading 腳本中,我添加了兩個方法 FadIn 和 FadeOut 并在 Teleport 腳本中呼叫 FadeOut:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Fading : MonoBehaviour
{
[Header("Fading")]
public List<GameObject> objectsToFade = new List<GameObject>();
public float duration;
public Coroutine fadeCoroutine;
public bool automatic = false;
public bool startFading = false;
[Header("Random")]
public bool randomObjects = false;
public bool randomDuration = false;
public bool faded = false;
private bool fadeInOut = false;
private bool coroutineIsRunning = false;
private List<Material> objectsToFadeMaterials = new List<Material>();
private bool randomOnce = false;
private Material randomMaterial;
private float originalDuration;
private void Start()
{
originalDuration = duration;
for (int i = 0; i < objectsToFade.Count; i )
{
objectsToFadeMaterials.Add(objectsToFade[i].GetComponent<Renderer>().material);
}
}
private void Update()
{
if (startFading)
{
if (automatic)
{
if (!coroutineIsRunning)
{
Fade();
}
}
else
{
if (Input.GetKeyDown(KeyCode.G))
{
Fade();
}
}
}
}
private void Fade()
{
fadeInOut = !fadeInOut;
if (fadeCoroutine != null)
StopCoroutine(fadeCoroutine);
if(randomDuration)
{
duration = Random.Range(1, 20);
}
else
{
duration = originalDuration;
}
if (randomObjects && objectsToFade.Count > 1)
{
if (randomOnce == false)
{
randomMaterial = objectsToFadeMaterials[Random.Range(0, objectsToFadeMaterials.Count)];
randomOnce = true;
}
if (fadeInOut)
{
fadeCoroutine = StartCoroutine(FadeTo(randomMaterial, 0, duration));
}
else
{
fadeCoroutine = StartCoroutine(FadeTo(randomMaterial, 1, duration));
}
}
else
{
for (int i = 0; i < objectsToFadeMaterials.Count; i )
{
if (fadeInOut)
{
fadeCoroutine = StartCoroutine(FadeTo(objectsToFadeMaterials[i], 0, duration));
}
else
{
fadeCoroutine = StartCoroutine(FadeTo(objectsToFadeMaterials[i], 1, duration));
}
}
}
}
private IEnumerator FadeTo(Material material, float targetOpacity, float duration)
{
Color color = material.color;
float startOpacity = color.a;
float t = 0;
coroutineIsRunning = true;
while (t < duration)
{
t = Time.deltaTime;
float blend = Mathf.Clamp01(t / duration);
color.a = Mathf.Lerp(startOpacity, targetOpacity, blend);
material.color = color;
if(t > duration)
{
coroutineIsRunning = false;
}
if(color.a == 1)
{
randomOnce = false;
}
yield return null;
}
}
public IEnumerator FadeIn(Material material, float duration)
{
StartCoroutine(FadeTo(material, 1, duration));
yield return new WaitForSeconds(duration);
}
public IEnumerator FadeOut(Material material, float duration)
{
StartCoroutine(FadeTo(material, 0, duration));
yield return new WaitForSeconds(duration);
}
}
在傳送腳本中
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class Teleport : MonoBehaviour
{
public Fading fading;
public List<GameObject> objectsToTeleport = new List<GameObject>();
//Start is called before the first frame update
void Start()
{
objectsToTeleport = GameObject.FindGameObjectsWithTag("ObjectToTeleport").ToList();
}
// Update is called once per frame
void Update()
{
}
private void OnTriggerEnter(Collider other)
{
StartCoroutine(fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3));
}
private void OnTriggerExit(Collider other)
{
}
}
我該如何從這里繼續?我下一步該怎么做?
uj5u.com熱心網友回復:
有多種方法。
簡單地產生例程
你已經擁有既作為協同程式,所以你可以在另一個協程包裝他們,yield return這不是StartCoroutine(這是你應該做的中FadeIn和FadeOut呢!)
// If this returns IEnumerator Unity automatically runs it as Coroutine
private IEnumerator OnTriggerEnter(Collider other)
{
yield return fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3));
// Something after fading finished
Debug.Log("Fade Out finished!");
}
您當然也可以將它們分開使用
private void OnTriggerEnter(Collider other)
{
StartCorouine (EnterRoutine(other));
}
private IEnumerator EnterRoutine ()
{
yield return fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3));
// Something after fading finished
Debug.Log("Fade Out finished!");
}
打回來
另一種方法是傳入一個回呼,該回呼在例程完成后執行,例如
private void OnTriggerEnter(Collider other)
{
StartCoroutine(fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3, OnFadeOutFinished));
}
private void OnFadeOutFinished ()
{
Debug.Log("Fade Out finished!", this);
}
或使用 lambda,如果您想對other參考做一些事情,特別有用
private void OnTriggerEnter(Collider other)
{
StartCoroutine(fading.FadeOut(objectsToTeleport[0].GetComponent<Renderer>().material, 3, () => {
Debug.Log("Fade Out finished!");
}));
}
并將其作為您的例程中的引數,例如
private IEnumerator FadeTo(Material material, float targetOpacity, float duration, Action callback)
{
Color color = material.color;
float startOpacity = color.a;
float t = 0;
coroutineIsRunning = true;
while (t < duration)
{
t = Time.deltaTime;
float blend = Mathf.Clamp01(t / duration);
color.a = Mathf.Lerp(startOpacity, targetOpacity, blend);
material.color = color;
if(t > duration)
{
coroutineIsRunning = false;
}
if(color.a == 1)
{
randomOnce = false;
}
yield return null;
}
callback?.Invoke();
}
public IEnumerator FadeIn(Material material, float duration, Action callback = null)
{
yield return FadeTo(material, 1, duration, callback));
}
public IEnumerator FadeOut(Material material, float duration, Action callback = null)
{
yield return FadeTo(material, 0, duration, callback));
}
uj5u.com熱心網友回復:
有很多方法可以做到這一點,但我個人在這種情況下會創建新的協程FadeInand FadeOut,而不是直接呼叫以下代碼:
fadeCoroutine = StartCoroutine(FadeTo(objectsToFadeMaterials[i], 0, duration));
然后,在你的FadeOut協程結束時,你可以采取一些額外的步驟來觸發傳送或任何你需要觸發的東西。看起來你不希望你Fading持有對你的參考Teleporting,這很聰明,所以你可以選擇觸發一個事件,而不是你的Teleporting組件可以訂閱。
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