66 lines
2.0 KiB
C#
66 lines
2.0 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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// 날짜 : 2021-01-18 PM 4:33:20
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// 작성자 : Rito
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public sealed class MeshAfterImageFader : AfterImageFaderBase
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{
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public List<Mesh> TargetMeshList { get; private set; }
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/***********************************************************************
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* Public Methods
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***********************************************************************/
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#region .
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public override void Setup(Array targetArray, AfterImageData data, AfterImageBase controller)
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{
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TargetTransformList = new List<Transform>();
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TargetMeshList = new List<Mesh>();
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ChildrenTransformList = new List<Transform>();
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ChildrenRendererList = new List<MeshRenderer>();
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MeshFilter[] targetFilters = targetArray as MeshFilter[];
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foreach (var filter in targetFilters)
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{
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TargetMeshList.Add(filter.sharedMesh);
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TargetTransformList.Add(filter.transform);
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}
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Data = data;
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Controller = controller;
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CurrentElapsedTime = 0f;
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CreateChildImages();
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}
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#endregion
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/***********************************************************************
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* Protected Methods
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***********************************************************************/
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#region .
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protected override void CreateChildImages()
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{
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for(int i = 0; i < TargetMeshList.Count; i++)
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{
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GameObject instanceGo = new GameObject("Image");
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Transform instanceTr = instanceGo.transform;
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instanceTr.SetParent(transform);
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var renderer = instanceGo.AddComponent<MeshRenderer>();
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var filter = instanceGo.AddComponent<MeshFilter>();
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filter.mesh = TargetMeshList[i];
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renderer.material = Data.Mat;
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ChildrenRendererList.Add(renderer);
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ChildrenTransformList.Add(instanceTr);
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}
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}
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#endregion
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} |