思路:给景物添加碰撞体后,写入对应脚本,再由角色触碰后调用脚本里改变透明度的函数
设置好对应的碰撞体。
导入渐变的组件
设置一下:
统一一个集中存放设置的脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Settings
{
public const float fadeDuration = 0.35f;
public const float targetAlpha = 0.45f;
}
渐变的类:
using DG.Tweening;
using UnityEngine;
//必须包含SpriteRenderer
[RequireComponent(typeof(SpriteRenderer))]
public class ItemFader : MonoBehaviour
{
private SpriteRenderer spriteRenderer;
private void Awake() {
spriteRenderer = GetComponent<SpriteRenderer>();
}
///<summary>
/// 逐渐恢复颜色
///<summary>
public void FadeIn(){
Color targetColor = new Color(1, 1, 1, 1);
spriteRenderer.DOColor(targetColor, Settings.fadeDuration);
}
///<summary>
/// 逐渐半透明
///<summary>
public void FadeOut(){
Color targetColor = new Color(1, 1, 1, Settings.targetAlpha);
spriteRenderer.DOColor(targetColor, Settings.fadeDuration);
}
}
玩家进入的判定:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TriggerItemFader : MonoBehaviour
{
private void OnTriggerEnter2D(Collider2D other) {
//遍历他下面所有包含ItemFader脚本的对象
ItemFader[] faders = other.GetComponentsInChildren<ItemFader>();
if(faders.Length > 0){
foreach (var item in faders) {
//将这些对象渐变
item.FadeOut();
}
}
}
private void OnTriggerExit2D(Collider2D other) {
//遍历他下面所有包含ItemFader脚本的对象
ItemFader[] faders = other.GetComponentsInChildren<ItemFader>();
if(faders.Length > 0){
foreach (var item in faders) {
//将这些对象变回去
item.FadeIn();
}
}
}
}
注意:玩家调用渐变类的方法。
完成!