Files
Convention-Unity-Demo/Assets/Scripts/MaterialUpdatement.cs
2025-12-15 17:20:55 +08:00

89 lines
2.7 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

using Convention;
using Demo.Game.Attr;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering.LookDev;
namespace Demo.Game
{
[Scriptable]
public class MaterialUpdatement : Updatement<int>, IAssetBundleLoader
{
public static MaterialUpdatement Make()
{
return new GameObject().AddComponent<MaterialUpdatement>();
}
private readonly Dictionary<string, int> NameCache = new();
private readonly Dictionary<int, Material> MaterialCache = new();
public string MaterialAssetBundlePath = null;
public AssetBundle MaterialAssetBundle = null;
protected override int Lerp(int begin, int end, float t)
{
return begin;
}
[Content, SerializeField] private int Cache;
protected override void UpdateData(int data)
{
if (string.IsNullOrEmpty(MaterialAssetBundlePath))
return;
if (Cache < 0)
return;
if (Cache != data && Parent.TryGetComponent<MeshRenderer>(out var meshRenderer))
{
meshRenderer.material = MaterialCache[data];
Cache = data;
}
}
public override IEnumerator UnloadScript()
{
Cache = -1;
if (string.IsNullOrEmpty(MaterialAssetBundlePath) == false)
yield return this.UnloadAssetBundle(MaterialAssetBundlePath);
MaterialAssetBundlePath = null;
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)
{
yield return this.LoadAssetBundle(ab, x =>
{
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]
public IEnumerator Add(float time, string material)
{
var ir = MaterialAssetBundle.LoadAssetAsync<Material>(material);
ir.completed += x =>
{
var mat = ir.asset as Material;
if (NameCache.TryGetValue(material, out int id) == false)
{
id = NameCache.Count;
NameCache[material] = id;
}
MaterialCache[id] = mat;
ManualAddEntry(time, id, default);
};
yield return ir;
}
}
}