unity 控制对象List中物体的透明和显示

using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// FR:hunkxu
/// </summary>
public class MatHideDisplayCtrl : MonoBehaviour
{
    public static MatHideDisplayCtrl instance;
    public Material translucentMaterial_lan;

    private Dictionary<Transform, List<MeshRenderer>> meshRenderersDic_ori = new Dictionary<Transform, List<MeshRenderer>>(); // 原始材质字典
    private Dictionary<Transform, Queue<Material>> materialsDic_ori = new Dictionary<Transform, Queue<Material>>(); // Material字典


    public List<Transform> objList = new List<Transform>();
    private void Awake()
    {
        instance = this;
        //一开始保存所有物体的材质
        foreach(Transform tt in objList)
        {
            saveOriMaterial(tt);
        }
    }

    public int i = 0;


    private void Update()
    {
        //测试,鼠标右键点击,依次显示数组中的物体
        if (Input.GetMouseButtonDown(1))
        {
            if (objList.Count > 0)
            {
                disPlay(objList[i]);
                i++;
                if (i == objList.Count)
                {
                    i = 0;
                }
            }
         
        }
    }


    //只显示数组中的某个物体,数组中其它物体半透
    public void disPlay(Transform trans)
    {
        foreach (Transform tt in objList)
        {
            if (tt == trans)
            {
                ResetMaterial(tt);
            }
            else
            {
                Translucent(tt);
            }
        }
    }

    //显示数组中所有物体
    public void disPlayAll()
    {
        foreach (Transform tt in objList)
        {
                ResetMaterial(tt);     
        }
    }


    // 恢复物体的原始材质
    private void ResetMaterial(Transform trans)
    {
        if (meshRenderersDic_ori.ContainsKey(trans))
        {
            List<MeshRenderer> meshRenderers = meshRenderersDic_ori[trans];
            Queue<Material> materials = materialsDic_ori[trans];
            for (int i = 0; i < meshRenderers.Count; i++)
            {
                MeshRenderer mesh = meshRenderers[i];
                int length = mesh.sharedMaterials.Length;
                Material[] oldMaterials = new Material[length];
                for (int j = 0; j < length; j++)
                {
                    oldMaterials[j] = materials.Dequeue();
                }
                mesh.sharedMaterials = oldMaterials;
            }
            meshRenderersDic_ori.Remove(trans);
            materialsDic_ori.Remove(trans);

            //注意恢复完,重新保存一下
            saveOriMaterial(trans);
        }
    }




    // 设置为透明
    private  void Translucent(Transform trans)
    {
            List<Transform> childs = GetAllChilds(trans);
            for (int i = 0; i < childs.Count; i++)
            {
                MeshRenderer mesh = childs[i].GetComponent<MeshRenderer>();
                if (null != mesh)
                {
                    int length = mesh.sharedMaterials.Length;
                    Material[] newMaterials = new Material[length];
                    for (int j = 0; j < length; j++)
                    {
                        newMaterials[j] = translucentMaterial_lan;
                    }
                    mesh.sharedMaterials = newMaterials;
                }
            }       
    }

    // 保存物体的原始材质
    private void saveOriMaterial(Transform trans)
    {
        if (!meshRenderersDic_ori.ContainsKey(trans))
        {
            List<MeshRenderer> meshRenderers = new List<MeshRenderer>();
            Queue<Material> materials = new Queue<Material>();
            List<Transform> childs = GetAllChilds(trans);
            for (int i = 0; i < childs.Count; i++)
            {
                MeshRenderer mesh = childs[i].GetComponent<MeshRenderer>();
                if (null != mesh)
                {
                    meshRenderers.Add(mesh);
                    int length = mesh.sharedMaterials.Length;
                    Material[] oldMaterials = mesh.sharedMaterials;
                    for (int j = 0; j < length; j++)
                    {
                        materials.Enqueue(oldMaterials[j]);
                    }
                }
            }
            meshRenderersDic_ori.Add(trans, meshRenderers);
            materialsDic_ori.Add(trans, materials);
        }
    }

    // 获取全部子物体列表
    private List<Transform> GetAllChilds(Transform trans)
    {
        List<Transform> childs = new List<Transform>();
        if (trans.childCount > 0)
        {
            for (int i = 0; i < trans.childCount; i++)
            {
                childs.AddRange(GetAllChilds(trans.GetChild(i)));
            }
        }
        childs.Add(trans);
        return childs;
    }


}

FR:徐海涛(hunk Xu)
QQ技术交流群:386476712

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