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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class CMTranslucent : MonoBehaviour
- {
- private Transform transformOfTargetObject;//目标物体
- private Vector3 offset;//摄像机对于角色的差量
- private Vector3 targetPosition;//计算后得到的摄像机位置
- private float speed = 5;//摄像机拉近速度
- private bool isCloser = false;//控制是否拉近
- private float dis;//用于记录当前距离,以判断是否达到不碰的临界
- List<GameObject> translucentObjList;
- List<GameObject> destryObjList;
- private float refreshTime = 0.5f;
- private float nowTime = 0;
- void Start()
- {
- translucentObjList = new List<GameObject>();
- destryObjList = new List<GameObject>();
- //初始化
- //transformOfTargetObject = GameObject.Find("Cube").GetComponent<Transform>();
- //offset = gameObject.transform.position - transformOfTargetObject.position;
- //dis = Vector3.Distance(gameObject.transform.position, transformOfTargetObject.position);
- }
- void Update()
- {
- nowTime += Time.deltaTime;
- if (nowTime < refreshTime)
- {
- return;
- }
- nowTime -= refreshTime;
- if (transformOfTargetObject == null)
- {
- if(HeroPlayerController.Instance.m_Hero != null)
- {
- transformOfTargetObject = HeroPlayerController.Instance.m_Hero.transform;
- }
- return;
- }
- destryObjList.Clear();
- foreach(var item in translucentObjList)
- {
- destryObjList.Add(item);
- }
- translucentObjList.Clear();
- //获得由物体射向摄像机的射线以及碰到的所有物体hits
- Vector3 dir = -(transformOfTargetObject.position - transform.position).normalized;
- RaycastHit[] hits;
- hits = Physics.RaycastAll(transformOfTargetObject.position, dir, Vector3.Distance(transformOfTargetObject.position, transform.position));
- if(hits.Length > 0)
- {
- for(int i = 0; i < hits.Length; ++i)
- {
- if (hits[i].collider.gameObject.layer != LayerMask.NameToLayer("Map"))
- {
- continue;
- }
- Translucent(hits[i].collider.gameObject);
- translucentObjList.Add(hits[i].collider.gameObject);
- destryObjList.Remove(hits[i].collider.gameObject);
- //LogHelper.Log("摄像机与人物遮挡");
- }
- }
- // 销毁 不在碰撞内到 已碰撞过到遮挡对象
- ResetDestry();
- ////有碰到且物体没有移走,就拉近
- //if (hits.Length > 0 && dis > Vector3.Distance(gameObject.transform.position, transformOfTargetObject.position))
- //{
- // isCloser = true;
- //}
- //else
- //{
- // isCloser = false;
- //}
- //if (isCloser)
- //{
- // //拉近
- // gameObject.transform.position = Vector3.Lerp(gameObject.transform.position, hits[0].point, Time.deltaTime * speed); ;
- // gameObject.transform.LookAt(transformOfTargetObject);
- // isCloser = false;
- //}
- //else
- //{
- // //正常跟随
- // targetPosition = transformOfTargetObject.position + transformOfTargetObject.TransformDirection(offset);
- // gameObject.transform.position = Vector3.Lerp(gameObject.transform.position, targetPosition, Time.deltaTime * speed);
- // gameObject.transform.LookAt(transformOfTargetObject);
- //}
- }
- private void ResetDestry()
- {
- foreach(var obj in destryObjList)
- {
- MeshRenderer[] mrd = obj.GetComponentsInChildren<MeshRenderer>();
- foreach (var item in mrd)
- {
- Translucent tl;
- if (!item.gameObject.TryGetComponent<Translucent>(out tl))
- {
-
- }
- if(tl)
- {
- Destroy(tl);
- }
- }
- }
- }
- private void Translucent(GameObject obj)
- {
- MeshRenderer[] mrd = obj.GetComponentsInChildren<MeshRenderer>();
- foreach(var item in mrd)
- {
- Translucent tl;
- if (!item.gameObject.TryGetComponent<Translucent>(out tl))
- {
- tl = item.gameObject.AddComponent<Translucent>();
- }
- }
- }
- }
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