Add FloorVisibilityManager for dynamic floor visibility management and update material properties for transparency effects
This commit is contained in:
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@@ -0,0 +1,83 @@
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using System.Collections;
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using System.Collections.Generic;
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using Core.Domain;
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using UnityEngine;
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namespace Infrastructure.Unity
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{
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public class FloorVisibilityManager : MonoBehaviour
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{
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[SerializeField] private float fadeSpeed = 5f;
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[SerializeField] private float hiddenAlpha = 0.1f;
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[SerializeField] private float visibleAlpha = 1.0f;
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private GameSession _gameSession;
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private List<List<TileViewAdapter>> _floors;
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private int _currentFloorIndex = -1;
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public void Initialize(GameSession gameSession, List<Tile> allTiles, Dictionary<string, TileViewAdapter> tileViews, int totalFloors)
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{
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_gameSession = gameSession;
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_floors = new List<List<TileViewAdapter>>();
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for (var i = 0; i < totalFloors; i++)
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{
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_floors.Add(new List<TileViewAdapter>());
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}
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foreach (var tile in allTiles)
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{
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if (tileViews.TryGetValue(tile.Id, out var view))
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{
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// Safety check for array bounds
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if (tile.Floor < _floors.Count)
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{
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_floors[tile.Floor].Add(view);
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}
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}
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}
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}
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private void Update()
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{
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if (_gameSession == null) return;
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// Check if player changed floors
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// We read the private field _playerFloorIndex via a public getter we need to add,
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// OR we just track it locally if you updated GameSession to expose it.
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// Assuming GameSession doesn't expose it publically yet, let's rely on GameBootstrap passing it or just hack it:
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// Ideally, GameSession should emit an event 'OnFloorChanged'.
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// For now, let's assume we can get it or we passed the player reference.
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}
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// Call this from GameBootstrap.Update()
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public void UpdateFloorVisibility(int playerFloorIndex)
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{
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if (_currentFloorIndex == playerFloorIndex) return;
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_currentFloorIndex = playerFloorIndex;
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StopAllCoroutines();
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StartCoroutine(UpdateFloorsRoutine(playerFloorIndex));
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}
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private IEnumerator UpdateFloorsRoutine(int playerFloor)
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{
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for (var i = 0; i < _floors.Count; i++)
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{
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var targetAlpha = (i < playerFloor) ? hiddenAlpha : visibleAlpha;
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if (_floors[i].Count == 0) continue;
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foreach (var tile in _floors[i])
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{
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if (tile && tile.gameObject.activeInHierarchy)
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{
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tile.SetAlpha(targetAlpha);
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}
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}
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if (i % 2 == 0) yield return null;
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}
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}
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}
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}
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fileFormatVersion: 2
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guid: f836b4958c2c40e4b631f86b35e9f63b
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timeCreated: 1765585554
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@@ -21,6 +21,7 @@ namespace Infrastructure.Unity
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||||
[SerializeField] private CameraController cameraController;
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[SerializeField] private NpcController npcPrefab;
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[SerializeField] private HunterNpcController hunterNpcPrefab;
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[SerializeField] private FloorVisibilityManager floorVisibilityManager;
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[Header("Level Generation")]
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[SerializeField] private int floorsCount = 3;
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@@ -68,7 +69,17 @@ namespace Infrastructure.Unity
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// Set Theme based on High Score
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ThemeManager.CurrentTheme = ThemeManager.GetTheme(_gameSession.HighScore);
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if (levelGenerator) levelGenerator.Generate(soundManager, _allTiles, _tileViews, cameraController, rumbleManager);
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if (levelGenerator)
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{
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levelGenerator.Generate(soundManager, _allTiles, _tileViews, cameraController, rumbleManager);
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if (!floorVisibilityManager)
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{
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floorVisibilityManager = gameObject.AddComponent<FloorVisibilityManager>();
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}
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floorVisibilityManager.Initialize(_gameSession, _allTiles, _tileViews, floorsCount);
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}
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SpawnDeathPlane();
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SpawnPlayer();
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@@ -95,11 +106,18 @@ namespace Infrastructure.Unity
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if (_playerInstance)
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{
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var playerY = _playerInstance.transform.position.y;
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var currentFloor = Mathf.RoundToInt(-playerY / floorHeightDistance);
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// Calculate current floor index based on Y height (inverse logic from Generator)
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// Note: Generator uses negative offsets: 0, -15, -30.
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// So Floor 0 is at Y=0. Floor 1 is at Y=-15.
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currentFloor = Mathf.Clamp(currentFloor, 0, floorsCount - 1);
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// Math to get positive index:
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var rawFloor = Mathf.RoundToInt(-playerY / floorHeightDistance);
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var currentFloor = Mathf.Clamp(rawFloor, 0, floorsCount - 1);
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_gameSession.SetPlayerFloor(currentFloor);
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// UPDATE VISIBILITY
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floorVisibilityManager.UpdateFloorVisibility(currentFloor);
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}
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var dt = Time.deltaTime;
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@@ -29,14 +29,11 @@ namespace Infrastructure.Unity
|
||||
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var dilation = _timeDilationProvider?.Invoke() ?? 1f;
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if (IsGrounded())
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{
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var direction = (_target.transform.position - transform.position).normalized;
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direction.y = 0;
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direction.Normalize();
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rb.MovePosition(rb.position + direction * (moveSpeed * dilation * Time.fixedDeltaTime));
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}
|
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if (Physics.Raycast(transform.position, Vector3.down, out var hit, 2f, tileLayer))
|
||||
{
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||||
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||||
@@ -43,7 +43,7 @@ namespace Infrastructure.Unity
|
||||
{
|
||||
var dilation = _timeDilationProvider?.Invoke() ?? 1f;
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if (IsGrounded()) rb.MovePosition(rb.position + _currentDir * (moveSpeed * dilation * Time.fixedDeltaTime));
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rb.MovePosition(rb.position + _currentDir * (moveSpeed * dilation * Time.fixedDeltaTime));
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if (Physics.Raycast(transform.position, Vector3.down, out var hit, 2.0f, tileLayer))
|
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{
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@@ -1,5 +1,6 @@
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using System;
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using Core.Domain.Status;
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using Core.Domain.Status.Effects;
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using KBCore.Refs;
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using UnityEngine;
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using UnityEngine.InputSystem;
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@@ -23,11 +24,17 @@ namespace Infrastructure.Unity
|
||||
[SerializeField] private float groundCheckDistance = 1.5f;
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[Self][SerializeField] private Rigidbody rb;
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[Self][SerializeField] private MeshRenderer meshRenderer;
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private InputSystem_Actions _actions;
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private Vector2 _moveInput;
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private Transform _camTransform;
|
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private MaterialPropertyBlock _propBlock;
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private static readonly int ColorProperty = Shader.PropertyToID("_BaseColor");
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private static readonly int EmissionColorProperty = Shader.PropertyToID("_EmissionColor");
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private Color _defaultColor = Color.white;
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public Rigidbody Rigidbody => rb;
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public StatusManager Status { get; private set; }
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@@ -58,15 +65,21 @@ namespace Infrastructure.Unity
|
||||
}
|
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rb.freezeRotation = true;
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// RB gravity is controlled by capabilities
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_propBlock = new MaterialPropertyBlock();
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if (meshRenderer.material.HasProperty(ColorProperty))
|
||||
{
|
||||
_defaultColor = meshRenderer.material.GetColor(ColorProperty);
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
Status.Tick(Time.deltaTime);
|
||||
|
||||
// Apply Status logic
|
||||
rb.useGravity = !Status.CurrentCapabilities.CanHover;
|
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|
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UpdateVisuals();
|
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}
|
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|
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private void FixedUpdate()
|
||||
@@ -171,5 +184,40 @@ namespace Infrastructure.Unity
|
||||
{
|
||||
_moveInput = Vector2.zero;
|
||||
}
|
||||
|
||||
private void UpdateVisuals()
|
||||
{
|
||||
var targetColor = _defaultColor;
|
||||
var emissionColor = Color.black;
|
||||
|
||||
var caps = Status.CurrentCapabilities;
|
||||
|
||||
if (caps.CanHover)
|
||||
{
|
||||
targetColor = EffectColors.HoverColor;
|
||||
emissionColor = EffectColors.HoverColor * 0.5f;
|
||||
}
|
||||
else if (!caps.CanTriggerDecay)
|
||||
{
|
||||
targetColor = EffectColors.LightFootedColor;
|
||||
}
|
||||
else if (caps.SpeedMultiplier > 1.2f)
|
||||
{
|
||||
targetColor = EffectColors.SpeedBoostColor;
|
||||
emissionColor = EffectColors.SpeedBoostColor * 0.5f;
|
||||
}
|
||||
|
||||
meshRenderer.GetPropertyBlock(_propBlock);
|
||||
|
||||
var currentColor = _propBlock.GetColor(ColorProperty);
|
||||
if (currentColor.a == 0) currentColor = _defaultColor;
|
||||
|
||||
var newColor = Color.Lerp(currentColor, targetColor, Time.deltaTime * 5f);
|
||||
|
||||
_propBlock.SetColor(ColorProperty, newColor);
|
||||
_propBlock.SetColor(EmissionColorProperty, emissionColor);
|
||||
|
||||
meshRenderer.SetPropertyBlock(_propBlock);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -31,6 +31,7 @@ namespace Infrastructure.Unity
|
||||
private static readonly int EmissionColorProperty = Shader.PropertyToID("_EmissionColor");
|
||||
|
||||
private Action<TileViewAdapter> _onReturnToPool;
|
||||
private float _targetAlpha = 1f;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@@ -115,9 +116,23 @@ namespace Infrastructure.Unity
|
||||
StartCoroutine(PulseScaleRoutine());
|
||||
}
|
||||
|
||||
public void SetAlpha(float alpha)
|
||||
{
|
||||
_targetAlpha = alpha;
|
||||
|
||||
meshRenderer.GetPropertyBlock(_propBlock);
|
||||
var currentColor = _propBlock.GetColor(ColorProperty);
|
||||
currentColor.a = _targetAlpha;
|
||||
_propBlock.SetColor(ColorProperty, currentColor);
|
||||
meshRenderer.SetPropertyBlock(_propBlock);
|
||||
}
|
||||
|
||||
private void SetColor(Color color)
|
||||
{
|
||||
meshRenderer.GetPropertyBlock(_propBlock);
|
||||
|
||||
color.a = _targetAlpha;
|
||||
|
||||
_propBlock.SetColor(ColorProperty, color);
|
||||
meshRenderer.SetPropertyBlock(_propBlock);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user