[Unity] 控制任意gameObject淡入淡出组件

保存以下代码为组件:

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

public class GameObjectFadeController : MonoBehaviour
{
    public IEnumerator FadeInAndOut(GameObject objectToFade, bool fadeIn, float duration)
    {
        float counter = 0f;

        //Set Values depending on if fadeIn or fadeOut
        float a, b;
        if (fadeIn)
        {
            a = 0;
            b = 1;
        }
        else
        {
            a = 1;
            b = 0;
        }

        int mode = 0;
        Color currentColor = Color.clear;

        SpriteRenderer tempSPRenderer = objectToFade.GetComponent<SpriteRenderer>();
        Image tempImage = objectToFade.GetComponent<Image>();
        RawImage tempRawImage = objectToFade.GetComponent<RawImage>();
        MeshRenderer tempRenderer = objectToFade.GetComponent<MeshRenderer>();
        Text tempText = objectToFade.GetComponent<Text>();

        //Check if this is a Sprite
        if (tempSPRenderer != null)
        {
            currentColor = tempSPRenderer.color;
            mode = 0;
        }
        //Check if Image
        else if (tempImage != null)
        {
            currentColor = tempImage.color;
            mode = 1;
        }
        //Check if RawImage
        else if (tempRawImage != null)
        {
            currentColor = tempRawImage.color;
            mode = 2;
        }
        //Check if Text
        else if (tempText != null)
        {
            currentColor = tempText.color;
            mode = 3;
        }

        //Check if 3D Object
        else if (tempRenderer != null)
        {
            currentColor = tempRenderer.material.color;
            mode = 4;

            //ENABLE FADE Mode on the material if not done already
            tempRenderer.material.SetFloat("_Mode", 2);
            tempRenderer.material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
            tempRenderer.material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
            tempRenderer.material.SetInt("_ZWrite", 0);
            tempRenderer.material.DisableKeyword("_ALPHATEST_ON");
            tempRenderer.material.EnableKeyword("_ALPHABLEND_ON");
            tempRenderer.material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
            tempRenderer.material.renderQueue = 3000;
        }
        else
        {
            yield break;
        }

        while (counter < duration)
        {
            counter += Time.deltaTime;
            float alpha = Mathf.Lerp(a, b, counter / duration);

            switch (mode)
            {
                case 0:
                    tempSPRenderer.color = new Color(currentColor.r, currentColor.g, currentColor.b, alpha);
                    break;
                case 1:
                    tempImage.color = new Color(currentColor.r, currentColor.g, currentColor.b, alpha);
                    break;
                case 2:
                    tempRawImage.color = new Color(currentColor.r, currentColor.g, currentColor.b, alpha);
                    break;
                case 3:
                    tempText.color = new Color(currentColor.r, currentColor.g, currentColor.b, alpha);
                    break;
                case 4:
                    tempRenderer.material.color = new Color(currentColor.r, currentColor.g, currentColor.b, alpha);
                    break;
            }
            yield return null;
        }
    }
}

使用:

需要淡入/淡出的物体:

public GameObject SpriteRend;

在3s内淡出:

StartCoroutine(fadeInAndOut(SpriteRend, false, 3f));

在3s内淡入:

StartCoroutine(fadeInAndOut(SpriteRend, true, 3f));

参考:

c# - Fading in/out GameObject - Stack Overflowicon-default.png?t=M7J4https://stackoverflow.com/questions/44933517/fading-in-out-gameobject

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