【Unity】透明度渐变

时间:2023-03-08 18:02:01

写给美术大佬的脚本,还要继续改,github地址:TransEffect【github】

效果图如下:

【Unity】透明度渐变

Ver.1源码,针对3d Object:

using System.Collections;
using System.Collections.Generic;
using UnityEngine; public class TransEffect : MonoBehaviour
{ public List<GoInfo> GoList;
public float varifySpeed = 0.5f;
public float aTime = 5f;//每个物体保持出现的时间
public float dTime = 5f; private float minAlpha = 0.0f;
private float maxAlpha = .9f;
private float curAlpha = 1.0f;
private float nextAlpha = 0.0f;
private int i = ; public void OnEnable()
{
LoadGo();
} // Use this for initialization
void Start()
{
//初始化全List隐形
foreach (GoInfo go in GoList)
{
Color c = go.rend.material.color;
c.a = ;
go.rend.material.color = c; }
} // Update is called once per frame
public void Update()
{
Trans();
} void LoadGo()
{
GoList = new List<GoInfo>();
GoList.Add(new GoInfo("Cylinder", , transform.Find("Cylinder").GetComponent<GameObject>(), transform.Find("Cylinder").GetComponent<MeshRenderer>()));
GoList.Add(new GoInfo("Cube", , transform.Find("Cube").GetComponent<GameObject>(), transform.Find("Cube").GetComponent<MeshRenderer>()));
GoList.Add(new GoInfo("Sphere", , transform.Find("Sphere").GetComponent<GameObject>(), transform.Find("Sphere").GetComponent<MeshRenderer>()));
GoList.Add(new GoInfo("Capsule", , transform.Find("Capsule").GetComponent<GameObject>(), transform.Find("Capsule").GetComponent<MeshRenderer>()));
} private void Trans()
{
GoInfo go = GoList[i];
GoInfo nextgo;
Color c = go.rend.material.color;
Color nextc = go.rend.material.color; if (i <= GoList.Count)
{
if (i == GoList.Count - )
{
nextgo = GoList[];
}
else
{
nextgo = GoList[i + ];
} Debug.Log(nextAlpha);
Debug.Log(curAlpha); if (Time.time < aTime)//当前物体保持显形
{
c.a = ;
go.rend.material.color = c;
}
else if (Time.time >= aTime)
{
curAlpha += Time.deltaTime * varifySpeed * (-);//当前物体逐渐消失
nextAlpha += Time.deltaTime * varifySpeed;//下一个物体逐渐现形 if (curAlpha <= minAlpha)//当前物体渐变到不透明时
{
c.a = ;//设置当前obj保持透明
go.rend.material.color = c;
i++;
//设置数据为下一物体做准备
curAlpha = ;
nextAlpha = ;
} else//当前物体逐渐透明,下一物体逐渐现形
{
curAlpha = Mathf.Clamp(curAlpha, minAlpha, maxAlpha);
nextAlpha = Mathf.Clamp(nextAlpha, minAlpha, maxAlpha);
c.a = curAlpha;
nextc.a = nextAlpha;
go.rend.material.color = c;
nextgo.rend.material.color = nextc; } if (curAlpha >= maxAlpha)//下一物体完全显形
{
Debug.Log(nextAlpha);
Debug.Log(curAlpha);
aTime = Time.time + dTime; //设置新一轮时间限制
Debug.Log(aTime); }
}
}
else
{
i = ;
}
} } [System.Serializable]
public class GoInfo
{
public string ID;
public int index;
public MeshRenderer rend;
public GameObject[] obj;
public GameObject curObj;
private Color co; public GoInfo(string id0, int index0, GameObject obj0, MeshRenderer rend0)
{
ID = id0;
index = index0;
curObj = obj0;
rend = rend0; } }

创建物体:

【Unity】透明度渐变

写完才发现是要用在UI Image上的...不过其实差别也不大,还略简单点。

Ver.2源码,针对UI Image:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI; public class TransEffect : MonoBehaviour
{
public Transform lib;
public List<GoInfo> GoList;
public float varifySpeed = 0.5f;
public float aTime = 5f;//每个物体保持出现的时间
public float dTime = 5f;//第一张图片第一轮循环时出现时间 private float minAlpha = 0.0f;
private float maxAlpha = .9f;
private float curAlpha = 1.0f;
private float nextAlpha = 0.0f;
private int i = ; public void OnEnable()
{
LoadGo();
} // Use this for initialization
void Start()
{
//初始化全List隐形
foreach (GoInfo go in GoList)
{
Color c = go.curImg.color;
c.a = ;
go.curImg.color = c; }
} // Update is called once per frame
public void Update()
{
Trans();
} void LoadGo()
{
//添加图片列表
GoList = new List<GoInfo>();
for (int i = ; i < lib.childCount; i++) {
GoList.Add(new GoInfo(lib.GetChild(i).name.ToString(),lib.transform.GetChild(i).GetComponent<Image>()));
}
Debug.Log(GoList.Count);
} private void Trans()
{ Debug.Log(i);
GoInfo go;
GoInfo nextgo; if (i >= GoList.Count - )
{
go = GoList[i];
nextgo = GoList[];
}
else
{
go = GoList[i];
nextgo = GoList[i + ];
} Color c = go.curImg.color;
Color nextc = go.curImg.color; if (Time.time < aTime)//当前物体保持显形
{
c.a = ;
go.curImg.color = c;
}
else if (Time.time >= aTime)
{
curAlpha += Time.deltaTime * varifySpeed * (-);//当前物体逐渐消失
nextAlpha += Time.deltaTime * varifySpeed;//下一个物体逐渐现形 if (curAlpha <= minAlpha)//当前物体渐变到不透明时
{
c.a = ;//设置当前obj保持透明
go.curImg.color = c; if (i == GoList.Count - )
i = -;
i++; //设置数据为下一物体做准备
curAlpha = ;
nextAlpha = ;
} else//当前物体逐渐透明,下一物体逐渐现形
{
curAlpha = Mathf.Clamp(curAlpha, minAlpha, maxAlpha);
nextAlpha = Mathf.Clamp(nextAlpha, minAlpha, maxAlpha);
c.a = curAlpha;
nextc.a = nextAlpha;
go.curImg.color = c;
nextgo.curImg.color = nextc; } if (curAlpha >= maxAlpha)//下一物体完全显形
{
aTime = Time.time + dTime; //设置新一轮时间限制
}
} } } [System.Serializable]
public class GoInfo
{
public string ID;
public Image[] imgList;
public Image curImg; private Color co; public GoInfo(string id0,Image img)
{
ID = id0;
curImg = img;
} }

直接把存放图片子物体的父物体拖到Lib变量中,再调整所需渐变速度和显示时间即可。【Unity】透明度渐变

设置如下:

【Unity】透明度渐变

【over】