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Unity-向游戏对象添加材质

[英]Unity - Add Material To Game Object

I'm am trying to create a script that continuously generates objects and attaches a script to all the generated objects. 我正在尝试创建一个脚本,该脚本连续生成对象并将脚本附加到所有生成的对象。 I want the attached script to after 3 seconds, change the material on the object and add a box collider. 我希望附加的脚本在3秒后,更改对象上的材质并添加一个盒子对撞机。 My problem is with the material. 我的问题是材料。 Since the object was randomly generated, I don't know how to set the material variable. 由于对象是随机生成的,因此我不知道如何设置材质变量。 This is my Spawner: 这是我的Spawner:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Spawner : MonoBehaviour {
    //Variables
    public float x_max;
    public float x_min;
    public float y_max;
    public float y_min;
    private float Size;
    public float s_max;
    public float s_min;
    public float w_max;
    public float w_min;
    private float ProceduralCacheSize;
    private GameObject sphere;
    private float waitTime = 5f;
    private int fix;

    // Use this for initialization
    void Start () {
        Spawn ();
        Spawn ();
        Spawn ();
        StartCoroutine("MyCoroutine");
    }

    // Update is called once per frame
    void Update () {

    }
    void Spawn(){
            Size = Random.Range (s_min, s_max);
            sphere = GameObject.CreatePrimitive (PrimitiveType.Sphere);
            sphere.transform.position = new Vector3 (Random.Range (x_min, x_max), Random.Range (y_min, y_max), 0);
            sphere.transform.localScale = new Vector3 (Size, Size, Size);
            var fbs = sphere.AddComponent<Astroid> ();
        }

    IEnumerator MyCoroutine(){
        StartCoroutine("Change");
        waitTime = Random.Range (w_min, w_max);
        yield return new WaitForSeconds(waitTime);
        StartCoroutine("MyCoroutine");
        StartCoroutine("Change");
        Spawn ();
    }
}

And this is the script that gets attached: 这是附带的脚本:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Astroid : MonoBehaviour {
    //I need to be able to set this variable to a material
    public Material mat;
    // Use this for initialization
    void Start () {
        this.GetComponent<SphereCollider>().enabled = false;
        StartCoroutine("Change");
    }
    // Update is called once per frame
    void Update () {

    }
    IEnumerator Change(){
        yield return new WaitForSeconds (3);
        this.GetComponent<SphereCollider>().enabled = true;
        this.GetComponent<Renderer> ().material = mat;
    }
}

You could just load it from resources 您可以从资源中加载它

mat = Resources.Load("myMaterial.mat", typeof(Material)) as Material; mat = Resources.Load(“ myMaterial.mat”,typeof(Material))作为Material;

You can make a public static int like this. 您可以像这样使public static int。 Your Spawner: 您的Spanner:

 public Material mat; public static Material mat2; void Start(){ mat2 = mat; } 

And in your astroid script: 在您的astroid脚本中:

 using System.Collections; using System.Collections.Generic; using UnityEngine; public class Astroid : MonoBehaviour { //I need to be able to set this variable to a material //public Material mat; // Use this for initialization void Start () { this.GetComponent<SphereCollider>().enabled = false; StartCoroutine("Change"); } // Update is called once per frame void Update () { } IEnumerator Change(){ yield return new WaitForSeconds (3); this.GetComponent<SphereCollider>().enabled = true; this.GetComponent<Renderer> ().material = Spawner.mat2; } } 

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