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404
Assets/Plugins/FairyGUI/Scripts/Core/GoWrapper.cs
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404
Assets/Plugins/FairyGUI/Scripts/Core/GoWrapper.cs
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using UnityEngine;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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namespace FairyGUI
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{
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/// <summary>
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/// GoWrapper is class for wrapping common gameobject into UI display list.
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/// </summary>
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public class GoWrapper : DisplayObject
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{
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[Obsolete("No need to manually set this flag anymore, coz it will be handled automatically.")]
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public bool supportStencil;
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public event Action<UpdateContext> onUpdate;
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public Action<Dictionary<Material, Material>> customCloneMaterials;
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public Action customRecoverMaterials;
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protected GameObject _wrapTarget;
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protected List<RendererInfo> _renderers;
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protected Dictionary<Material, Material> _materialsBackup;
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protected Canvas _canvas;
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protected bool _cloneMaterial;
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protected bool _shouldCloneMaterial;
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protected struct RendererInfo
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{
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public Renderer renderer;
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public Material[] materials;
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public int sortingOrder;
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}
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protected static List<Transform> helperTransformList = new List<Transform>();
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/// <summary>
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///
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/// </summary>
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public GoWrapper()
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{
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_renderers = new List<RendererInfo>();
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_materialsBackup = new Dictionary<Material, Material>();
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CreateGameObject("GoWrapper");
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="go">包装对象。</param>
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public GoWrapper(GameObject go) : this()
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{
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SetWrapTarget(go, false);
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}
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/// <summary>
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/// 设置包装对象。注意如果原来有包装对象,设置新的包装对象后,原来的包装对象只会被删除引用,但不会被销毁。
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/// 对象包含的所有材质不会被复制,如果材质已经是公用的,这可能影响到其他对象。如果希望自动复制,改为使用SetWrapTarget(target, true)设置。
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/// </summary>
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public GameObject wrapTarget
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{
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get { return _wrapTarget; }
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set { SetWrapTarget(value, false); }
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}
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[Obsolete("setWrapTarget is deprecated. Use SetWrapTarget instead.")]
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public void setWrapTarget(GameObject target, bool cloneMaterial)
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{
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SetWrapTarget(target, cloneMaterial);
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}
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/// <summary>
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/// 设置包装对象。注意如果原来有包装对象,设置新的包装对象后,原来的包装对象只会被删除引用,但不会被销毁。
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/// </summary>
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/// <param name="target"></param>
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/// <param name="cloneMaterial">如果true,则复制材质,否则直接使用sharedMaterial。</param>
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public void SetWrapTarget(GameObject target, bool cloneMaterial)
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{
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InvalidateBatchingState();
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RecoverMaterials();
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_cloneMaterial = cloneMaterial;
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if (_wrapTarget != null)
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_wrapTarget.transform.SetParent(null, false);
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_canvas = null;
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_wrapTarget = target;
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_shouldCloneMaterial = false;
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_renderers.Clear();
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if (_wrapTarget != null)
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{
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_wrapTarget.transform.SetParent(this.cachedTransform, false);
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_canvas = _wrapTarget.GetComponent<Canvas>();
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if (_canvas != null)
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{
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_canvas.renderMode = RenderMode.WorldSpace;
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_canvas.worldCamera = StageCamera.main;
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_canvas.overrideSorting = true;
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RectTransform rt = _canvas.GetComponent<RectTransform>();
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rt.pivot = new Vector2(0, 1);
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rt.position = new Vector3(0, 0, 0);
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this.SetSize(rt.rect.width, rt.rect.height);
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}
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else
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{
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CacheRenderers();
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this.SetSize(0, 0);
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}
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SetGoLayers(this.layer);
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}
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}
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override internal void _SetLayerDirect(int value)
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{
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gameObject.layer = value;
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if (_wrapTarget != null)//这个if是为了在GoWrapper里使用模糊效果
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{
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_wrapTarget.layer = value;
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foreach (Transform tf in _wrapTarget.GetComponentsInChildren<Transform>(true))
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{
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tf.gameObject.layer = value;
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}
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}
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}
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/// <summary>
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/// GoWrapper will cache all renderers of your gameobject on constructor.
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/// If your gameobject change laterly, call this function to update the cache.
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/// GoWrapper会在构造函数里查询你的gameobject所有的Renderer并保存。如果你的gameobject
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/// 后续发生了改变,调用这个函数通知GoWrapper重新查询和保存。
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/// </summary>
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public void CacheRenderers()
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{
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if (_canvas != null)
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return;
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RecoverMaterials();
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_renderers.Clear();
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Renderer[] items = _wrapTarget.GetComponentsInChildren<Renderer>(true);
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int cnt = items.Length;
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_renderers.Capacity = cnt;
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for (int i = 0; i < cnt; i++)
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{
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Renderer r = items[i];
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Material[] mats = r.sharedMaterials;
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RendererInfo ri = new RendererInfo()
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{
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renderer = r,
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materials = mats,
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sortingOrder = r.sortingOrder
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};
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_renderers.Add(ri);
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if (!_cloneMaterial && mats != null
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&& ((r is SkinnedMeshRenderer) || (r is MeshRenderer)))
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{
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int mcnt = mats.Length;
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for (int j = 0; j < mcnt; j++)
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{
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Material mat = mats[j];
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if (mat != null && mat.renderQueue != 3000) //Set the object rendering in Transparent Queue as UI objects
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mat.renderQueue = 3000;
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}
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}
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}
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_renderers.Sort((RendererInfo c1, RendererInfo c2) =>
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{
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return c1.sortingOrder - c2.sortingOrder;
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});
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_shouldCloneMaterial = _cloneMaterial;
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}
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void CloneMaterials()
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{
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_shouldCloneMaterial = false;
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int cnt = _renderers.Count;
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for (int i = 0; i < cnt; i++)
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{
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RendererInfo ri = _renderers[i];
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Material[] mats = ri.materials;
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if (mats == null)
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continue;
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bool shouldSetRQ = (ri.renderer is SkinnedMeshRenderer) || (ri.renderer is MeshRenderer);
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int mcnt = mats.Length;
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for (int j = 0; j < mcnt; j++)
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{
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Material mat = mats[j];
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if (mat == null)
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continue;
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//确保相同的材质不会复制两次
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Material newMat;
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if (!_materialsBackup.TryGetValue(mat, out newMat))
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{
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newMat = new Material(mat);
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_materialsBackup[mat] = newMat;
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}
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mats[j] = newMat;
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if (shouldSetRQ && mat.renderQueue != 3000) //Set the object rendering in Transparent Queue as UI objects
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newMat.renderQueue = 3000;
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}
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if (customCloneMaterials != null)
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customCloneMaterials.Invoke(_materialsBackup);
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else if (ri.renderer != null)
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ri.renderer.sharedMaterials = mats;
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}
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}
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void RecoverMaterials()
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{
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if (_materialsBackup.Count == 0)
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return;
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int cnt = _renderers.Count;
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for (int i = 0; i < cnt; i++)
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{
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RendererInfo ri = _renderers[i];
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if (ri.renderer == null)
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continue;
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Material[] mats = ri.materials;
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if (mats == null)
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continue;
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int mcnt = mats.Length;
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for (int j = 0; j < mcnt; j++)
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{
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Material mat = mats[j];
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foreach (KeyValuePair<Material, Material> kv in _materialsBackup)
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{
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if (kv.Value == mat)
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mats[j] = kv.Key;
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}
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}
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if (customRecoverMaterials != null)
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customRecoverMaterials.Invoke();
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else
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ri.renderer.sharedMaterials = mats;
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}
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foreach (KeyValuePair<Material, Material> kv in _materialsBackup)
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Material.DestroyImmediate(kv.Value);
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_materialsBackup.Clear();
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}
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public override void SetRenderingOrder(UpdateContext context, bool inBatch)
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{
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base.SetRenderingOrder(context, inBatch);
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int value = base.renderingOrder;
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if (_canvas != null)
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_canvas.sortingOrder = value;
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else
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{
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int cnt = _renderers.Count;
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for (int i = 0; i < cnt; i++)
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{
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RendererInfo ri = _renderers[i];
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if (ri.renderer != null)
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{
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if (i != 0 && _renderers[i].sortingOrder != _renderers[i - 1].sortingOrder)
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value = context.renderingOrder++;
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ri.renderer.sortingOrder = value;
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}
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}
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}
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}
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public override BatchElement AddToBatch(List<BatchElement> batchElements, bool force)
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{
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if (this._wrapTarget != null)
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{
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BatchElement batchElement = base.AddToBatch(batchElements, true);
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batchElement.breakBatch = true;
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return batchElement;
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}
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else
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return null;
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}
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override protected bool SetLayer(int value, bool fromParent)
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{
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if (base.SetLayer(value, fromParent))
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{
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SetGoLayers(value);
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return true;
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}
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else
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return false;
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}
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protected void SetGoLayers(int layer)
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{
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if (_wrapTarget == null)
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return;
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_wrapTarget.GetComponentsInChildren<Transform>(true, helperTransformList);
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int cnt = helperTransformList.Count;
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for (int i = 0; i < cnt; i++)
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helperTransformList[i].gameObject.layer = layer;
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helperTransformList.Clear();
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}
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override public void Update(UpdateContext context)
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{
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if (onUpdate != null)
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onUpdate(context);
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if (_shouldCloneMaterial)
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CloneMaterials();
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ApplyClipping(context);
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base.Update(context);
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}
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private List<Material> helperMaterials = new List<Material>();
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virtual protected void ApplyClipping(UpdateContext context)
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{
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#if UNITY_2018_2_OR_NEWER
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int cnt = _renderers.Count;
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for (int i = 0; i < cnt; i++)
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{
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Renderer renderer = _renderers[i].renderer;
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if (renderer == null)
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continue;
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if (customCloneMaterials != null)
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helperMaterials.AddRange(_materialsBackup.Values);
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else
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renderer.GetSharedMaterials(helperMaterials);
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int cnt2 = helperMaterials.Count;
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for (int j = 0; j < cnt2; j++)
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{
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Material mat = helperMaterials[j];
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if (mat != null)
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context.ApplyClippingProperties(mat, false);
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}
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helperMaterials.Clear();
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}
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#else
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int cnt = _renderers.Count;
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for (int i = 0; i < cnt; i++)
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{
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Material[] mats = _renderers[i].materials;
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if (mats == null)
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continue;
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int cnt2 = mats.Length;
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for (int j = 0; j < cnt2; j++)
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{
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Material mat = mats[j];
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if (mat != null)
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context.ApplyClippingProperties(mat, false);
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}
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}
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#endif
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}
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public override void Dispose()
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{
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if ((_flags & Flags.Disposed) != 0)
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return;
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if (_wrapTarget != null)
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{
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UnityEngine.Object.Destroy(_wrapTarget);
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_wrapTarget = null;
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if (_materialsBackup.Count > 0)
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{ //如果有备份,说明材质是复制出来的,应该删除
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foreach (KeyValuePair<Material, Material> kv in _materialsBackup)
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Material.DestroyImmediate(kv.Value);
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}
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}
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_renderers = null;
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_materialsBackup = null;
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_canvas = null;
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customCloneMaterials = null;
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customRecoverMaterials = null;
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base.Dispose();
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}
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}
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}
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