unity-材质球受击变色管理

我感觉这个思路的有两个:
1、面向对象思维:每一个变色封装成一个对象,对对象进行操作
2、优先级:变色对象有优先级,优先级高的先执行
应用场景:战斗单位收到多个状态,这时面线对象和优先级的好处就体现出来了


using System;
using System.Collections.Generic;
using UnityEngine;

public enum StateMaterial
{
    NORMAL = 0,
    ONHIT = 10,
}

public class MaterialMgr
{

    public delegate void MaterialUpdate(List<Material> matList, float time);

    public class MaterialUnit
    {
        public MaterialUpdate mUpdateCallBack;
        public int mTimeCount;
        public StateMaterial stateMaterial;
        public MaterialUnit(StateMaterial state, int time, MaterialUpdate updateCallBack)
        {
            stateMaterial = state;
            mTimeCount = time;
            mUpdateCallBack = updateCallBack;
        }
    }

    GameObject modelObj;

    List<MaterialUnit> matUnitList;
    List<Material> matList;
    List<Color> cacheCorlor;
    Color hitColor;

public MaterialMgr(GameObject model)
    {
        matUnitList = new List<MaterialUnit>();
        matList = new List<Material>();
        cacheCorlor = new List<Color>();
        hitColor = new Color(255 / 255f, 192 / 255f, 192 / 255f);
        modelObj = model;
    }

    #region 生命周期
    /// <summary>
    /// 初始化
    /// </summary>
    public void Init()
    {
        InitMat();
    }

    public void MatUpdate(float deltaTime)
    {
        if (matList.Count <= 0)
            return;
        if (matUnitList.Count <= 0)
            return;

        try
        {
            foreach (var item in matUnitList)
            {
                item.mTimeCount -= (int)(deltaTime * 1000);
            }
            RemoveMatUnit();

            var matUnit = GetCurMatUnit();
            if (matUnit != null)
                if (matUnit.mUpdateCallBack != null)
                    matUnit.mUpdateCallBack(matList, matUnit.mTimeCount);
        }
        catch (Exception e)
        {
            throw new Exception(e.Message);
        }
    }

    public void Dispose()
    {
        ResetMat();
        matList.Clear();
        matUnitList.Clear();
        cacheCorlor.Clear();
        modelObj = null;
    }
    #endregion

    #region 内部接口
    /// <summary>
    /// 初始化材质球列表
    /// </summary>
    void InitMat()
    {
        SkinnedMeshRenderer[] renderList = modelObj.GetComponentsInChildren<SkinnedMeshRenderer>();
        foreach (var render in renderList)
        {
            foreach (var mat in render.materials)
            {
                matList.Add(mat);
                cacheCorlor.Add(mat.color);
            }
        }
    }

    /// <summary>
    /// 获取当前
    /// </summary>
    /// <returns></returns>
    MaterialUnit GetCurMatUnit()
    {
        MaterialUnit materialUnit = null;
        StateMaterial state = StateMaterial.NORMAL;
        foreach (var matUnit in matUnitList)
        {
            if ((int)state < (int)matUnit.stateMaterial)
                materialUnit = matUnit;
        }

        return materialUnit;
    }

    /// <summary>
    /// 移除
    /// </summary>
    void RemoveMatUnit()
    {
        for (int i = 0; i < matUnitList.Count; i++)
        {
            if (matUnitList[i].mTimeCount <= 0)
            {
                matUnitList.Remove(matUnitList[i]);
                break;
            }
        }
        if (matUnitList.Count <= 0)
            ResetMat();
    }

    /// <summary>
    /// 获取对象
    /// </summary>
    /// <param name="stateMaterial"></param>
    /// <returns></returns>
    MaterialUnit GetMaterialUnit(StateMaterial stateMaterial)
    {
        MaterialUnit materialUnit = null;
        foreach (var item in matUnitList)
        {
            if(item.stateMaterial == stateMaterial)
            {
                materialUnit = item;
                break;
            }
        }
        return materialUnit;
    }
    #endregion

    #region 外部接口
    /// <summary>
    /// 重置色值
    /// </summary>
    public void ResetMat()
    {
        if (matList.Count <= 0)
            return;
        if (cacheCorlor.Count <= 0)
            return;

        try
        {
            int i = 0;
            foreach (var mat in matList)
            {
                mat.color = cacheCorlor[i];
                i++;
            }
        }
        catch (Exception)
        {
            throw new Exception("matList 有问题");
        }
    }

    /// <summary>
    /// 添加色值改变dic
    /// </summary>
    /// <param name="state"></param>
    /// <param name="time"></param>
    /// <param name="materialUpdate"></param>
    public void AddMatUnit(StateMaterial state, int time, MaterialUpdate materialUpdate = null)
    {
        if (matList.Count <= 0)
            return;

        MaterialUnit matUnit = GetMaterialUnit(state);

        if (matUnit != null)
        {
            matUnit.mTimeCount = time;
        }
        else
        {
            matUnit = new MaterialUnit(state, time, materialUpdate);
            matUnitList.Add(matUnit);
        }
    }

    /// <summary>
    /// 受击色值变化
    /// </summary>
    /// <param name="state"></param>
    /// <param name="time"></param>
    /// <param name="updateCallBack"></param>
    public void OnHit(StateMaterial state, int time)
    {
        if (matList.Count <= 0)
            return;

        AddMatUnit(state, time, (materList, remainTime) =>
        {
            if(remainTime > 0)
            {
                foreach (var mat in materList)
                {
                    mat.color = hitColor;
                }
            }
        });
    }

    #endregion
}

改版:目的是优化材质球使用,由操作材质变成操作材质属性块。
上代码


using System;
using System.Collections.Generic;
using UnityEngine;

public enum StateMaterial
{
    NORMAL = 0,
    ONHIT = 10,
}

public class MaterialMgr
{

    public delegate void MaterialUpdate(SkinnedMeshRenderer[] renderList, float time);

    public class MaterialUnit
    {
        public MaterialUpdate mUpdateCallBack;
        public int mTimeCount;
        public StateMaterial stateMaterial;
        public MaterialUnit(StateMaterial state, int time, MaterialUpdate updateCallBack)
        {
            stateMaterial = state;
            mTimeCount = time;
            mUpdateCallBack = updateCallBack;
        }
    }

    GameObject modelObj;

    List<MaterialUnit> matUnitList;
    Color hitColor;
    Color defaultColor;
    SkinnedMeshRenderer[] renderList;
    MaterialPropertyBlock prop;
    int colorID;

    public MaterialMgr(GameObject model)
    {
        matUnitList = new List<MaterialUnit>();
        hitColor = new Color(255 / 255f, 192 / 255f, 192 / 255f);
        defaultColor = new Color(255 / 255f, 255 / 255f, 255 / 255f);
        modelObj = model;
        prop = new MaterialPropertyBlock();
        colorID = Shader.PropertyToID("_Color");
    }

    #region 生命周期
    /// <summary>
    /// 初始化
    /// </summary>
    public void Init()
    {
        InitMat();
    }

    public void MatUpdate(float deltaTime)
    {
        if (renderList.Length <= 0)
            return;
        if (matUnitList.Count <= 0)
            return;

        try
        {
            foreach (var item in matUnitList)
            {
                item.mTimeCount -= (int)(deltaTime * 1000);
            }
            RemoveMatUnit();

            var matUnit = GetCurMatUnit();
            if (matUnit != null)
                if (matUnit.mUpdateCallBack != null)
                    matUnit.mUpdateCallBack(renderList, matUnit.mTimeCount);
        }
        catch (Exception e)
        {
            throw new Exception(e.Message);
        }
    }

    public void Dispose()
    {
        ResetMat();
        matUnitList.Clear();
        modelObj = null;
        renderList = null;
    }
    #endregion

    #region 内部接口
    /// <summary>
    /// 初始化材质球列表
    /// </summary>
    void InitMat()
    {
        renderList = modelObj.GetComponentsInChildren<SkinnedMeshRenderer>();
    }

    /// <summary>
    /// 获取当前
    /// </summary>
    /// <returns></returns>
    MaterialUnit GetCurMatUnit()
    {
        MaterialUnit materialUnit = null;
        StateMaterial state = StateMaterial.NORMAL;
        foreach (var matUnit in matUnitList)
        {
            if ((int)state < (int)matUnit.stateMaterial)
                materialUnit = matUnit;
        }

        return materialUnit;
    }

    /// <summary>
    /// 移除
    /// </summary>
    void RemoveMatUnit()
    {
        for (int i = 0; i < matUnitList.Count; i++)
        {
            if (matUnitList[i].mTimeCount <= 0)
            {
                matUnitList.Remove(matUnitList[i]);
                break;
            }
        }
        if (matUnitList.Count <= 0)
            ResetMat();
    }

    /// <summary>
    /// 获取对象
    /// </summary>
    /// <param name="stateMaterial"></param>
    /// <returns></returns>
    MaterialUnit GetMaterialUnit(StateMaterial stateMaterial)
    {
        MaterialUnit materialUnit = null;
        foreach (var item in matUnitList)
        {
            if(item.stateMaterial == stateMaterial)
            {
                materialUnit = item;
                break;
            }
        }
        return materialUnit;
    }
    #endregion

    #region 外部接口
    /// <summary>
    /// 重置色值
    /// </summary>
    public void ResetMat()
    {
        if (renderList.Length <= 0)
            return;

        try
        {
            foreach (var render in renderList)
            {
                render.GetPropertyBlock(prop);
                prop.SetColor(colorID, defaultColor);
                render.SetPropertyBlock(prop);
            }
        }
        catch (Exception)
        {
            throw new Exception("matList 有问题");
        }
    }

    /// <summary>
    /// 添加色值改变dic
    /// </summary>
    /// <param name="state"></param>
    /// <param name="time"></param>
    /// <param name="materialUpdate"></param>
    public void AddMatUnit(StateMaterial state, int time, MaterialUpdate materialUpdate = null)
    {
        if (renderList.Length <= 0)
            return;

        MaterialUnit matUnit = GetMaterialUnit(state);

        if (matUnit != null)
        {
            matUnit.mTimeCount = time;
        }
        else
        {
            matUnit = new MaterialUnit(state, time, materialUpdate);
            matUnitList.Add(matUnit);
        }
    }

    /// <summary>
    /// 受击色值变化
    /// </summary>
    /// <param name="state"></param>
    /// <param name="time"></param>
    /// <param name="updateCallBack"></param>
    public void OnHit(StateMaterial state, int time)
    {
        if (renderList.Length <= 0)
            return;

        AddMatUnit(state, time, (renderList, remainTime) =>
        {
            if(remainTime > 0)
            {
                foreach (var render in renderList)
                {
                    render.GetPropertyBlock(prop);
                    prop.SetColor(colorID, hitColor);
                    render.SetPropertyBlock(prop);
                }
            }
        });
    }

    #endregion
}

主要改动是设置材质属性,而不是去收集材质球,直接改色值。
直接操作材质会让内存中又生成一份材质:material(Instance),但是直接操作材质属性快却不会,所以这一步优化还是值得引用的。
MaterialPropertyBlock()方法的官方解释:
文档是这样说的,材质属性块被用于Graphics.DrawMesh 和 Renderer.SetPropertyBlock两个API,当我们想要绘制许多相同材质但不同属性的对象时可以使用它。例如你想改变每个绘制网格的颜色,但是它却不会改变渲染器的状态。
这一点用来仅用来改变材质的色值,是再适合不过了。

  • 0
    点赞
  • 3
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值