using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class ModelFlash : MonoBehaviour
{
private Renderer selfRenderer;
private Renderer[] renderers;
float _r,_g,_b ;
void Awake()
{
selfRenderer = this.GetComponent<Renderer>();
if (selfRenderer == null)
{
renderers = this.GetComponentsInChildren<Renderer>();
}
}
void Update()
{
float lerp = Mathf.PingPong(Time.time, 0.6f);
if (selfRenderer != null && selfRenderer.materials!= null)
{
//renderer.material.color = Color.Lerp(new Color(_r, _g, _b, 0.1f), new Color(_r, _g, _b, 0.6f), lerp);
foreach (var item in selfRenderer.materials)
{
_r = item.color.r;
_g = item.color.g;
_b = item.color.b;
item.color = Color.Lerp(new Color(_r, _g, _b, 0.1f), new Color(_r, _g, _b, 0.6f), lerp);
}
}
if (renderers != null)
{
for (int i = 0; i < renderers.Length; i++)
{
if (renderers[i].materials != null)
{
//renderer.material.color = Color.Lerp(new Color(_r, _g, _b, 0.1f), new Color(_r, _g, _b, 0.6f), lerp);
foreach (var item in renderers[i].materials)
{
_r = item.color.r;
_g = item.color.g;
_b = item.color.b;
item.color = Color.Lerp(new Color(_r, _g, _b, 0.1f), new Color(_r, _g, _b, 0.6f), lerp);
}
}
}
}
}
}
Unity设置闪烁
最新推荐文章于 2023-06-04 12:09:54 发布