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Convention-Unity-Demo/Assets/Scripts/MaterialUpdatement.cs

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using Convention;
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using Demo.Attr;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using UnityEngine.Rendering.LookDev;
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namespace Demo.Game
{
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[Scriptable]
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public class MaterialUpdatement : Updatement<int>, IAssetBundleLoader
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{
public static MaterialUpdatement Make()
{
return new GameObject().AddComponent<MaterialUpdatement>();
}
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private readonly Dictionary<string, int> NameCache = new();
private readonly Dictionary<int, Material> MaterialCache = new();
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public string MaterialAssetBundlePath = null;
public AssetBundle MaterialAssetBundle = null;
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protected override int Lerp(int begin, int end, float t)
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{
return begin;
}
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[Content, SerializeField] private int Cache;
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protected override void UpdateData(int data)
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{
if (string.IsNullOrEmpty(MaterialAssetBundlePath))
return;
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if (Cache < 0)
return;
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if (Cache != data && Parent.TryGetComponent<MeshRenderer>(out var meshRenderer))
{
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meshRenderer.material = MaterialCache[data];
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Cache = data;
}
}
public override IEnumerator UnloadScript()
{
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Cache = -1;
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if (string.IsNullOrEmpty(MaterialAssetBundlePath) == false)
yield return this.UnloadAssetBundle(MaterialAssetBundlePath);
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MaterialAssetBundlePath = null;
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yield return base.UnloadScript();
}
/// <summary>
/// 对应ab包名称自动匹配对应平台
/// </summary>
/// <param name="ab"></param>
[Convention.RScript.Variable.Attr.Method]
public IEnumerator Load(string ab)
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{
yield return this.LoadAssetBundle(ab, x =>
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{
MaterialAssetBundlePath = ab;
MaterialAssetBundle = x;
});
}
/// <summary>
/// 在指定时刻切换父物体上的MeshRenderer.material
/// </summary>
[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);
ir.completed += x =>
{
var mat = ir.asset as Material;
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if (NameCache.TryGetValue(material, out int id) == false)
{
id = NameCache.Count;
NameCache[material] = id;
}
MaterialCache[id] = mat;
ManualAddEntry(time, id, default);
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};
yield return ir;
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}
}
}