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55 行
1.6 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AnimateEmissive : MonoBehaviour {
public GameObject m_CurrentGameObject = null;
public float m_Period = 3.0f;
public Color m_Color0;
public Color m_Color1;
private float m_Timer = 0.0f;
private int m_Index = 0;
// Use this for initialization
void Start () {
m_Timer = 0.0f;
}
// Update is called once per frame
void Update () {
if (m_CurrentGameObject != null)
{
m_Timer += Time.deltaTime;
if(m_Timer > m_Period)
{
m_Timer = 0.0f;
Renderer renderer = m_CurrentGameObject.GetComponent<Renderer>();
if(renderer != null)
{
Color color = m_Index == 0 ? m_Color0 : m_Color1;
float intensity = 1.0f;
if (renderer.material != null)
{
if (renderer.material.HasProperty("_EmissionColor"))
{
renderer.material.SetColor("_EmissionColor", color);
}
else
{
renderer.material.SetColor("_EmissiveColor", color);
intensity = renderer.material.GetFloat("_EmissiveIntensity");
}
}
DynamicGI.SetEmissive(renderer, color * intensity);
m_Index = (m_Index + 1) % 2;
}
}
}
}
}