2025-09-25 19:04:05 +08:00
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using System.Collections;
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using System.Collections.Generic;
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using Convention;
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using UnityEngine;
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namespace Demo.Game
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{
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2025-11-24 18:02:57 +08:00
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public class MaterialUpdatement : Updatement<Material>, IAssetBundleLoader
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2025-09-25 19:04:05 +08:00
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{
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public static MaterialUpdatement Make()
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{
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return new GameObject().AddComponent<MaterialUpdatement>();
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}
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2025-11-24 18:02:57 +08:00
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public string MaterialAssetBundlePath = null;
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public AssetBundle MaterialAssetBundle = null;
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2025-09-25 19:04:05 +08:00
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2025-11-24 18:02:57 +08:00
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protected override Material Lerp(Material begin, Material end, float t)
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{
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return begin;
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}
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2025-11-24 18:02:57 +08:00
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[Content, SerializeField] private Material Cache;
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2025-09-25 19:04:05 +08:00
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2025-11-24 18:02:57 +08:00
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protected override void UpdateData(Material data)
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2025-09-25 19:04:05 +08:00
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{
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if (string.IsNullOrEmpty(MaterialAssetBundlePath))
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return;
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if (Cache != data && Parent.TryGetComponent<MeshRenderer>(out var meshRenderer))
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{
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meshRenderer.material = data;
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Cache = data;
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}
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}
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public override IEnumerator UnloadScript()
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{
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Cache = null;
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if (string.IsNullOrEmpty(MaterialAssetBundlePath) == false)
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yield return this.UnloadAssetBundle(MaterialAssetBundlePath);
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2025-11-24 18:02:57 +08:00
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MaterialAssetBundlePath = null;
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2025-09-25 19:04:05 +08:00
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yield return base.UnloadScript();
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}
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/// <summary>
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/// 对应ab包名称,自动匹配对应平台
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/// </summary>
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/// <param name="ab"></param>
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[Convention.RScript.Variable.Attr.Method]
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public IEnumerator Load(string ab)
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{
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yield return this.LoadAssetBundle(ab, x =>
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{
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MaterialAssetBundlePath = ab;
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MaterialAssetBundle = x;
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});
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}
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/// <summary>
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/// 在指定时刻切换父物体上的MeshRenderer.material
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/// </summary>
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[Convention.RScript.Variable.Attr.Method]
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public IEnumerator Add(float time, string material)
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{
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var ir = MaterialAssetBundle.LoadAssetAsync<Material>(material);
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ir.completed += x =>
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{
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var mat = ir.asset as Material;
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ManualAddEntry(time, mat, default);
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};
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yield return ir;
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}
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}
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}
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