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