使用Unity3D我试图创建一个带有alpha纹理作为轮廓的场景,在查找时添加,然后向下看会移除。
目前我在查找时改变了一个equirectangular图像的曝光,但我的剪影对象说我还没有将它分配给一个实例:
正如您从控制台中看到的那样,它最终被识别,但我无法设置活动状态。这是我的代码应用于场景的当前状态:
using UnityEngine;
using System.Collections;
public class switchScript : MonoBehaviour {
public Cardboard cb;
public Renderer leftEyeDay;
public Renderer rightEyeDay;
private GameObject[] dayObjects;
public GameObject nightObject;
void Start () {
MeshFilter filter = GetComponent(typeof (MeshFilter)) as MeshFilter;
if (filter != null) {
Mesh mesh = filter.mesh;
Vector3[] normals = mesh.normals;
for (int i=0;i<normals.Length;i++)
normals[i] = -normals[i];
mesh.normals = normals;
for (int m=0;m<mesh.subMeshCount;m++)
{
int[] triangles = mesh.GetTriangles(m);
for (int i=0;i<triangles.Length;i+=3)
{
int temp = triangles[i + 0];
triangles[i + 0] = triangles[i + 1];
triangles[i + 1] = temp;
}
mesh.SetTriangles(triangles, m);
}
}
}
// Update is called once per frame
void Update () {
float xAngle = cb.HeadPose.Orientation.eulerAngles.x;
if (isLookingUp (xAngle)) {
var exposureValue = getExposureValue (xAngle);
leftEyeDay.material.SetFloat ("_Exposure", exposureValue);
rightEyeDay.material.SetFloat ("_Exposure", exposureValue);
toggleNight ();
} else {
leftEyeDay.material.SetFloat ("_Exposure", 1F);
rightEyeDay.material.SetFloat ("_Exposure", 1F);
toggleNight ();
}
}
public bool isLookingUp (float xAngle) {
return xAngle > 270 && xAngle < 340;
}
public float getExposureValue (float xAngle) {
var _xAngle = Mathf.Clamp (xAngle, 320, 340);
return ScaleValue (320.0F, 340.0F, 0.3F, 1.0F, _xAngle);
}
public float ScaleValue (float from1, float to1, float from2, float to2, float v) {
return from2 + (v - from1) * (to2 - from2) / (to1 - from1);
}
void toggleDay() {
print (nightObject);
nightObject = GameObject.FindGameObjectWithTag ("Night");
nightObject.SetActive (false);
}
void toggleNight() {
print (nightObject);
nightObject = GameObject.FindGameObjectWithTag ("Night");
nightObject.SetActive (true);
}
}
答案 0 :(得分:0)
当整个对象设置为!active时,GameObject.FindGameObjectWithTag(&#34; Night&#34;)返回null。只需切换该对象上的脚本而不是整个GO。
答案 1 :(得分:0)
好的,如果有人需要这个,这是一种创建场景切换的简单方法:
void Awake() {
silhouetteObject = GameObject.FindGameObjectWithTag ("Night");
silhouetteObject.GetComponent<Renderer>().enabled = false;
}