创建协程淡出不同类型的对象 [英] Create a coroutine to fade out different types of object

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本文介绍了创建协程淡出不同类型的对象的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我正在尝试创建一个统一的协程,它将处理各种对象的淡入淡出.到目前为止,我能够获得我想要的不同类型的 alpha 值,但是对于如何在 lerping 之后设置新颜色,我处于死胡同.这是我的代码:

Hi I'm trying to create a coroutine in unity that will handle fading on all manner of object. So far I'm able to get the alpha values of the different types I want but I'm at a dead end as to how to set the new color after lerping it. Here is my code :

public static  IEnumerator FadeTo(float aValue, float aTime,GameObject gameObj)
            {
                Component[] allComponents = gameObj.GetComponents(typeof(Component));
                Component fadableComponent;
                Type type = null;
                float alpha=0;
                foreach(Component c in allComponents)
                {
                    if(c.GetType()==typeof(Image))
                    {
                        fadableComponent = c;
                        alpha = fadableComponent.GetComponent<Image>().color.a;
                        type = fadableComponent.GetType();
                        Debug.Log("Found a image");
                        break;
                    }
                    if (c.GetType() == typeof(Renderer))
                    {
                        fadableComponent = c;
                        alpha = fadableComponent.GetComponent<Renderer>().material.color.a;
                        type = fadableComponent.GetType();
                        break;
                    }
                    if (c.GetType() == typeof(SpriteRenderer))
                    {
                        fadableComponent = c;
                        alpha = fadableComponent.GetComponent<SpriteRenderer>().color.a;
                        type = fadableComponent.GetType();
                        break;
                    }
                    if(c.GetType()== typeof(CanvasGroup))
                    {
                        fadableComponent = c;
                        alpha = fadableComponent.GetComponent<CanvasGroup>().alpha;
                        type = fadableComponent.GetType();
                    }
                    Debug.Log(alpha.ToString());
                }


                for (float t = 0.0f; t < 1.0f; t += Time.deltaTime / aTime)
                {
                    Color newColor = new Color(1, 1, 1, Mathf.Lerp(alpha, aValue, t));
                    gameObj.transform.GetComponent(type) // What now ?!
                    yield return null;
                }
                yield return null;
            }
        }

现在我知道如何做到这一点,让我们说另一组 if 或 what not,但我想避免这种情况.例如,我想避免的解决方案我查看了 iTween 实现.这是我想要避免的完美示例:

Now i know how to do this with lets say another set of if's or what not, but I want to avoid that. For example of solutions I want to avoid I took a look at the iTween implementation. Here is a perfect example of what I want to avoid:

if(target.GetComponent<GUITexture>()){
            target.GetComponent<GUITexture>().color=colors[3];
        }else if(target.GetComponent<GUIText>()){
            target.GetComponent<GUIText>().material.color=colors[3];
        }else if(target.GetComponent<Renderer>()){
            target.GetComponent<Renderer>().material.color=colors[3];
        }else if(target.GetComponent<Light>()){
            target.GetComponent<Light>().color=colors[3];   
        }

这是一团糟,妈妈们的意大利面.延长这将是一场噩梦.

This is a mess, moms spaghetti. Extending this will be a nightmare.

推荐答案

这可能是您正在寻找的

游戏编程的可卡因!

基本语法是

 time.Tweeng( do something )

so(伪代码)

StartCoroutine( 2f.Tweeng( .. move the ball .. ) );
StartCoroutine( .5f.Tweeng( .. spin the spaceship .. ) );
StartCoroutine( 1f.Tweeng( .. fade the text .. ) );

这些例子是,

  • 将球移动超过两秒
  • 在 1/2 秒内旋转飞船
  • 在一秒钟内淡化文本.

更多...

// tweeng z to 20 degrees in .12 seconds
StartCoroutine(.12f.Tweeng( (t)=>transform.Eulers(0f,0f,t), 0f,20f) );

// fade in alpha in .75 seconds
StartCoroutine(.75f.Tweeng( (u)=>{c.a=u;s.color=c;}, 0f,1f) );

// duck volume..
StartCoroutine(  .3f.Tweeng( x=>{current.volume=x;}, current.volume, 0f) );

// move something..
StartCoroutine(secs.Tweeng( (p)=>parked.transform.position=p,
  parked.transform.position,
  landing.transform.position) );

// twist image
yield return StartCoroutine( .3f.Tweeng(
  (u)=>polaroid.localEulerAngles = new Vector3(0f,0f,u),
  0f,9f) );

您可以吐温任何东西,当然包括淡入淡出.

You can Tweeng anything, certainly including fades.

Tweeng 的基本代码库:

Basic code base for Tweeng :

把它放在一个文件 Extns.cs 中:

Just put this in a file Extns.cs:

public static class Extns
    {
    public static IEnumerator Tweeng( this float duration,
               System.Action<float> var, float aa, float zz )
        {
        float sT = Time.time;
        float eT = sT + duration;
        
        while (Time.time < eT)
            {
            float t = (Time.time-sT)/duration;
            var( Mathf.SmoothStep(aa, zz, t) );
            yield return null;
            }
        
        var(zz);
        }

    public static IEnumerator Tweeng( this float duration,
               System.Action<Vector3> var, Vector3 aa, Vector3 zz )
        {
        float sT = Time.time;
        float eT = sT + duration;
        
        while (Time.time < eT)
            {
            float t = (Time.time-sT)/duration;
            var( Vector3.Lerp(aa, zz, Mathf.SmoothStep(0f, 1f, t) );
            yield return null;
            }
        
        var(zz);
        }
}

(请注意,这些示例包括平滑.在某些情况下您可能不需要平滑.实际上,现在在项目中我们总是同时拥有Tweeng"和SmoothedTweeng".)

(Note that those examples include smoothing. You may need no-smoothing in some cases. In fact, in projects now we always have both "Tweeng" and "SmoothedTweeng".)

(如果您有兴趣,可以使用泛型方法 - 引人入胜的 对此进行质量检查.)

(If you're interested, you can use a generics approach - fascinating QA on that.)

吐温 - 它可以挽救您的生命!

Tweeng - it could save your life!

这篇关于创建协程淡出不同类型的对象的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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