PartMark.cs 4.0 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using QFramework;
  5. public enum ShowState
  6. {
  7. Hide,
  8. Tran
  9. }
  10. public class PartMark : MonoBehaviour
  11. {
  12. public List<PartMark> m_ChildPartMarks;
  13. public Dictionary<MeshRenderer, Material> m_DicOldMeshRender;
  14. /// <summary>
  15. /// 目前状态
  16. /// </summary>
  17. private bool m_CurrentState;
  18. private void Awake()
  19. {
  20. m_ChildPartMarks = new List<PartMark>();
  21. m_DicOldMeshRender = new Dictionary<MeshRenderer, Material>();
  22. InitData();
  23. AddMeshColliders();
  24. }
  25. public void AddMeshColliders()
  26. {
  27. MeshRenderer[] meshRenderers = GetComponentsInChildren<MeshRenderer>();
  28. foreach (var item in meshRenderers)
  29. {
  30. if (item.GetComponent<MeshCollider>() == null)
  31. {
  32. item.gameObject.AddComponent<MeshCollider>();
  33. }
  34. }
  35. }
  36. public void SetState(bool state)
  37. {
  38. PartListPanel tmpPartListPanel = UIKit.GetPanel<PartListPanel>();
  39. SetInitState();
  40. if (tmpPartListPanel.m_ShowState == ShowState.Tran)
  41. {
  42. this.gameObject.SetActive(true);
  43. if (!state)
  44. {
  45. Material tmpMaterial = Resources.Load<Material>("Trans");
  46. foreach (var item in m_DicOldMeshRender)
  47. {
  48. item.Key.material = tmpMaterial;
  49. }
  50. }else
  51. {
  52. foreach (var item in m_DicOldMeshRender)
  53. {
  54. item.Key.material = item.Value;
  55. }
  56. }
  57. }
  58. else
  59. {
  60. this.gameObject.SetActive(state);
  61. }
  62. m_CurrentState = state;
  63. }
  64. public void RefreshState()
  65. {
  66. SetInitState();
  67. if (!m_CurrentState)
  68. {
  69. PartListPanel tmpPartListPanel = UIKit.GetPanel<PartListPanel>();
  70. if (tmpPartListPanel.CheckDropdown.captionText.text == "部件半透")
  71. {
  72. Material tmpMaterial = Resources.Load<Material>("Trans");
  73. foreach (var item in m_DicOldMeshRender)
  74. {
  75. item.Key.material = tmpMaterial;
  76. }
  77. }
  78. else
  79. {
  80. this.gameObject.SetActive(false);
  81. }
  82. }
  83. }
  84. public void InitData()
  85. {
  86. MeshRenderer tmpSelfMeshRender = transform.GetComponent<MeshRenderer>();
  87. if (tmpSelfMeshRender != null) m_DicOldMeshRender.Add(tmpSelfMeshRender, tmpSelfMeshRender.material);
  88. for (int i = 0; i < transform.childCount; i++)
  89. {
  90. Transform tmpChild = transform.GetChild(i);
  91. if (tmpChild.GetComponent<PartMark>() != null)
  92. {
  93. m_ChildPartMarks.Add(tmpChild.GetComponent<PartMark>());
  94. }
  95. else
  96. {
  97. MeshRenderer tmpMeshRender = tmpChild.GetComponent<MeshRenderer>();
  98. if (tmpMeshRender != null) m_DicOldMeshRender.Add(tmpMeshRender, tmpMeshRender.material);
  99. }
  100. }
  101. }
  102. public void SetInitState()
  103. {
  104. foreach (var item in m_DicOldMeshRender)
  105. {
  106. item.Key.material = item.Value;
  107. }
  108. this.gameObject.SetActive(true);
  109. }
  110. public List<MeshRenderer> GetMeshRender()
  111. {
  112. List<MeshRenderer> tmpMeshRenders = new List<MeshRenderer>();
  113. if (m_CurrentState)
  114. {
  115. if (transform.GetComponent<MeshRenderer>() != null) tmpMeshRenders.Add(transform.GetComponent<MeshRenderer>());
  116. for (int i = 0; i < transform.childCount; i++)
  117. {
  118. Transform tmpChild = transform.GetChild(i);
  119. if (tmpChild.GetComponent<PartMark>() == null && tmpChild.GetComponent<MeshRenderer>() != null)
  120. {
  121. tmpMeshRenders.Add(tmpChild.GetComponent<MeshRenderer>());
  122. }
  123. }
  124. }
  125. return tmpMeshRenders;
  126. }
  127. }