CMTranslucent.cs 4.4 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public class CMTranslucent : MonoBehaviour
  5. {
  6. private Transform transformOfTargetObject;//目标物体
  7. private Vector3 offset;//摄像机对于角色的差量
  8. private Vector3 targetPosition;//计算后得到的摄像机位置
  9. private float speed = 5;//摄像机拉近速度
  10. private bool isCloser = false;//控制是否拉近
  11. private float dis;//用于记录当前距离,以判断是否达到不碰的临界
  12. List<GameObject> translucentObjList;
  13. List<GameObject> destryObjList;
  14. private float refreshTime = 0.5f;
  15. private float nowTime = 0;
  16. void Start()
  17. {
  18. translucentObjList = new List<GameObject>();
  19. destryObjList = new List<GameObject>();
  20. //初始化
  21. //transformOfTargetObject = GameObject.Find("Cube").GetComponent<Transform>();
  22. //offset = gameObject.transform.position - transformOfTargetObject.position;
  23. //dis = Vector3.Distance(gameObject.transform.position, transformOfTargetObject.position);
  24. }
  25. void Update()
  26. {
  27. nowTime += Time.deltaTime;
  28. if (nowTime < refreshTime)
  29. {
  30. return;
  31. }
  32. nowTime -= refreshTime;
  33. if (transformOfTargetObject == null)
  34. {
  35. if(HeroPlayerController.Instance.m_Hero != null)
  36. {
  37. transformOfTargetObject = HeroPlayerController.Instance.m_Hero.transform;
  38. }
  39. return;
  40. }
  41. destryObjList.Clear();
  42. foreach(var item in translucentObjList)
  43. {
  44. destryObjList.Add(item);
  45. }
  46. translucentObjList.Clear();
  47. //获得由物体射向摄像机的射线以及碰到的所有物体hits
  48. Vector3 dir = -(transformOfTargetObject.position - transform.position).normalized;
  49. RaycastHit[] hits;
  50. hits = Physics.RaycastAll(transformOfTargetObject.position, dir, Vector3.Distance(transformOfTargetObject.position, transform.position));
  51. if(hits.Length > 0)
  52. {
  53. for(int i = 0; i < hits.Length; ++i)
  54. {
  55. if (hits[i].collider.gameObject.layer != LayerMask.NameToLayer("Map"))
  56. {
  57. continue;
  58. }
  59. Translucent(hits[i].collider.gameObject);
  60. translucentObjList.Add(hits[i].collider.gameObject);
  61. destryObjList.Remove(hits[i].collider.gameObject);
  62. //LogHelper.Log("摄像机与人物遮挡");
  63. }
  64. }
  65. // 销毁 不在碰撞内到 已碰撞过到遮挡对象
  66. ResetDestry();
  67. ////有碰到且物体没有移走,就拉近
  68. //if (hits.Length > 0 && dis > Vector3.Distance(gameObject.transform.position, transformOfTargetObject.position))
  69. //{
  70. // isCloser = true;
  71. //}
  72. //else
  73. //{
  74. // isCloser = false;
  75. //}
  76. //if (isCloser)
  77. //{
  78. // //拉近
  79. // gameObject.transform.position = Vector3.Lerp(gameObject.transform.position, hits[0].point, Time.deltaTime * speed); ;
  80. // gameObject.transform.LookAt(transformOfTargetObject);
  81. // isCloser = false;
  82. //}
  83. //else
  84. //{
  85. // //正常跟随
  86. // targetPosition = transformOfTargetObject.position + transformOfTargetObject.TransformDirection(offset);
  87. // gameObject.transform.position = Vector3.Lerp(gameObject.transform.position, targetPosition, Time.deltaTime * speed);
  88. // gameObject.transform.LookAt(transformOfTargetObject);
  89. //}
  90. }
  91. private void ResetDestry()
  92. {
  93. foreach(var obj in destryObjList)
  94. {
  95. MeshRenderer[] mrd = obj.GetComponentsInChildren<MeshRenderer>();
  96. foreach (var item in mrd)
  97. {
  98. Translucent tl;
  99. if (!item.gameObject.TryGetComponent<Translucent>(out tl))
  100. {
  101. }
  102. if(tl)
  103. {
  104. Destroy(tl);
  105. }
  106. }
  107. }
  108. }
  109. private void Translucent(GameObject obj)
  110. {
  111. MeshRenderer[] mrd = obj.GetComponentsInChildren<MeshRenderer>();
  112. foreach(var item in mrd)
  113. {
  114. Translucent tl;
  115. if (!item.gameObject.TryGetComponent<Translucent>(out tl))
  116. {
  117. tl = item.gameObject.AddComponent<Translucent>();
  118. }
  119. }
  120. }
  121. }