Unity3D中如何实现物体颜色渐变效果?
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本文共计472个文字,预计阅读时间需要2分钟。
基于Unity3D实现渐变颜色的简单脚本,代码简洁,不冗余,直接展示代码和效果图。
代码:csharpusing System;using System.Collections.Generic;using UnityEngine;using UnityEngine.UI;
namespace ExtraFoundation{ public class ColorGradient : MonoBehaviour { public Image image; public Color startColor; public Color endColor; public float duration=2.0f;
private void Start() { StartCoroutine(GradientColor()); }
private IEnumerator GradientColor() { float t=0; while (t <1.0f) { t +=Time.deltaTime / duration; image.color=Color.Lerp(startColor, endColor, t); yield return null; } } }}
效果图:[效果图链接]
基于unity3D实现渐变颜色的简单脚本,代码很少,就不废话了,直接上代码和效果图。
效果图:
using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; namespace ExtraFoundation.Components { [AddComponentMenu("UI/Effects/Gradient")] public class UIGradient : BaseMeshEffect { #region Public Declarations public enum Type { Vertical, Horizontal } #endregion #region Public Properties public Type GradientType = Type.Vertical; [Range(-1f, 1f)] public float Offset = 0f; public Gradient gradient; #endregion #region Public Methods public override void ModifyMesh(VertexHelper helper) { if (!IsActive() || helper.currentVertCount == 0) { return; } vertexList.Clear(); helper.GetUIVertexStream(vertexList); int nCount = vertexList.Count; switch (GradientType) { case Type.Vertical: { float fBottomY = vertexList[0].position.y; float fTopY = vertexList[0].position.y; float fYPos = 0f; for (int i = nCount - 1; i >= 1; --i) { fYPos = vertexList[i].position.y; if (fYPos > fTopY) fTopY = fYPos; else if (fYPos < fBottomY) fBottomY = fYPos; } float fUIElementHeight = 1f / (fTopY - fBottomY); UIVertex v = new UIVertex(); for (int i = 0; i < helper.currentVertCount; i++) { helper.PopulateUIVertex(ref v, i); v.color = gradient.Evaluate((v.position.y - fBottomY) * fUIElementHeight - Offset); helper.SetUIVertex(v, i); } } break; case Type.Horizontal: { float fLeftX = vertexList[0].position.x; float fRightX = vertexList[0].position.x; float fXPos = 0f; for (int i = nCount - 1; i >= 1; --i) { fXPos = vertexList[i].position.x; if (fXPos > fRightX) fRightX = fXPos; else if (fXPos < fLeftX) fLeftX = fXPos; } float fUIElementWidth = 1f / (fRightX - fLeftX); UIVertex v = new UIVertex(); for (int i = 0; i < helper.currentVertCount; i++) { helper.PopulateUIVertex(ref v, i); v.color = gradient.Evaluate((v.position.x - fLeftX) * fUIElementWidth - Offset); helper.SetUIVertex(v, i); } } break; default: break; } } #endregion #region Internal Fields private List<UIVertex> vertexList = new List<UIVertex>(); #endregion } }
虽然支持的内容不多,但是小而精,希望对大家有用。
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持易盾网络。
本文共计472个文字,预计阅读时间需要2分钟。
基于Unity3D实现渐变颜色的简单脚本,代码简洁,不冗余,直接展示代码和效果图。
代码:csharpusing System;using System.Collections.Generic;using UnityEngine;using UnityEngine.UI;
namespace ExtraFoundation{ public class ColorGradient : MonoBehaviour { public Image image; public Color startColor; public Color endColor; public float duration=2.0f;
private void Start() { StartCoroutine(GradientColor()); }
private IEnumerator GradientColor() { float t=0; while (t <1.0f) { t +=Time.deltaTime / duration; image.color=Color.Lerp(startColor, endColor, t); yield return null; } } }}
效果图:[效果图链接]
基于unity3D实现渐变颜色的简单脚本,代码很少,就不废话了,直接上代码和效果图。
效果图:
using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; namespace ExtraFoundation.Components { [AddComponentMenu("UI/Effects/Gradient")] public class UIGradient : BaseMeshEffect { #region Public Declarations public enum Type { Vertical, Horizontal } #endregion #region Public Properties public Type GradientType = Type.Vertical; [Range(-1f, 1f)] public float Offset = 0f; public Gradient gradient; #endregion #region Public Methods public override void ModifyMesh(VertexHelper helper) { if (!IsActive() || helper.currentVertCount == 0) { return; } vertexList.Clear(); helper.GetUIVertexStream(vertexList); int nCount = vertexList.Count; switch (GradientType) { case Type.Vertical: { float fBottomY = vertexList[0].position.y; float fTopY = vertexList[0].position.y; float fYPos = 0f; for (int i = nCount - 1; i >= 1; --i) { fYPos = vertexList[i].position.y; if (fYPos > fTopY) fTopY = fYPos; else if (fYPos < fBottomY) fBottomY = fYPos; } float fUIElementHeight = 1f / (fTopY - fBottomY); UIVertex v = new UIVertex(); for (int i = 0; i < helper.currentVertCount; i++) { helper.PopulateUIVertex(ref v, i); v.color = gradient.Evaluate((v.position.y - fBottomY) * fUIElementHeight - Offset); helper.SetUIVertex(v, i); } } break; case Type.Horizontal: { float fLeftX = vertexList[0].position.x; float fRightX = vertexList[0].position.x; float fXPos = 0f; for (int i = nCount - 1; i >= 1; --i) { fXPos = vertexList[i].position.x; if (fXPos > fRightX) fRightX = fXPos; else if (fXPos < fLeftX) fLeftX = fXPos; } float fUIElementWidth = 1f / (fRightX - fLeftX); UIVertex v = new UIVertex(); for (int i = 0; i < helper.currentVertCount; i++) { helper.PopulateUIVertex(ref v, i); v.color = gradient.Evaluate((v.position.x - fLeftX) * fUIElementWidth - Offset); helper.SetUIVertex(v, i); } } break; default: break; } } #endregion #region Internal Fields private List<UIVertex> vertexList = new List<UIVertex>(); #endregion } }
虽然支持的内容不多,但是小而精,希望对大家有用。
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持易盾网络。

