DayToNight.cs 3.3 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.UI;
  5. using UnityStandardAssets.ImageEffects;
  6. public class DayToNight : MonoBehaviour
  7. {
  8. [SerializeField] Material daySkyboxMaterial;
  9. [SerializeField] Material nightSkyboxMaterial;
  10. [SerializeField] Camera[] cameras;
  11. void Awake()
  12. {
  13. if (ChallengeGameMode.IsChallengeWolf()) {
  14. EnterNight();
  15. } else {
  16. EnterDay();
  17. }
  18. // new GameObject("FPSTester").AddComponent<FPSTester>();
  19. }
  20. public void EnterDay()
  21. {
  22. RenderSettings.fogStartDistance = 25;
  23. RenderSettings.fogColor = new Color(124f/255, 177f/255, 221f/255);
  24. RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Flat;
  25. RenderSettings.ambientSkyColor = Color.white;
  26. RenderSettings.skybox = daySkyboxMaterial;
  27. foreach (Transform item in transform) item.gameObject.SetActive(false);
  28. transform.Find("DayElements").gameObject.SetActive(true);
  29. // SetFogCamera(false);
  30. }
  31. public void EnterNight()
  32. {
  33. //需要开一个新的场景,按以下配置来配置下场景并加入BuildSettings中,否则打包发布后代码切换以下雾霾效果会不生效。
  34. //个人推测,unity扫描到没使用到这种雾霾的场景,就把该雾霾的引擎代码在打包时剔除掉了
  35. // RenderSettings.fogStartDistance = 5;
  36. RenderSettings.fogMode = FogMode.Exponential;
  37. RenderSettings.fogDensity = 0.06f;
  38. RenderSettings.fogColor = new Color(37f/255, 52f/255, 63f/255);
  39. RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Flat;
  40. RenderSettings.ambientSkyColor = new Color(160f/255, 90f/255, 90f/255);
  41. RenderSettings.skybox = nightSkyboxMaterial;
  42. foreach (Transform item in transform) item.gameObject.SetActive(false);
  43. transform.Find("NightElements").gameObject.SetActive(true);
  44. transform.Find("NightElements/Cloud").gameObject.SetActive(false);
  45. // SetFogCamera(true);
  46. }
  47. public void SetFogCamera(bool setValue)
  48. {
  49. Component[] components = {
  50. cameras[0].GetComponent<VignetteAndChromaticAberration>(),
  51. cameras[0].GetComponent<ScreenSpaceAmbientObscurance>(),
  52. cameras[0].GetComponent<GlobalFog>()
  53. };
  54. foreach (var comp in components) {
  55. for (int i = 1; i < cameras.Length; i++) {
  56. Camera camera = cameras[i];
  57. CopyComponent(comp, camera.gameObject);
  58. }
  59. }
  60. foreach (var item in cameras)
  61. {
  62. item.GetComponent<VignetteAndChromaticAberration>().enabled = setValue;
  63. item.GetComponent<ScreenSpaceAmbientObscurance>().enabled = setValue;
  64. item.GetComponent<GlobalFog>().enabled = setValue;
  65. }
  66. }
  67. void CopyComponent(Component comp, GameObject dest)
  68. {
  69. System.Type type = comp.GetType();
  70. Component copy = dest.GetComponent(type);
  71. if (copy == null) {
  72. copy = dest.AddComponent(type);
  73. }
  74. System.Reflection.FieldInfo[] fields = type.GetFields();
  75. foreach (System.Reflection.FieldInfo field in fields)
  76. {
  77. field.SetValue(copy, field.GetValue(comp));
  78. }
  79. }
  80. }