diff options
Diffstat (limited to 'Assets/Scripts/Unit/LensEffect/LensEffectBase.cs')
-rw-r--r-- | Assets/Scripts/Unit/LensEffect/LensEffectBase.cs | 24 |
1 files changed, 9 insertions, 15 deletions
diff --git a/Assets/Scripts/Unit/LensEffect/LensEffectBase.cs b/Assets/Scripts/Unit/LensEffect/LensEffectBase.cs index 93981bfd..94e5f6a7 100644 --- a/Assets/Scripts/Unit/LensEffect/LensEffectBase.cs +++ b/Assets/Scripts/Unit/LensEffect/LensEffectBase.cs @@ -14,10 +14,10 @@ public abstract class LensEffectBase {
public enum EStage
{
- Before , // 迭代之前
- Iterate , // 迭代renderer
- After , // 迭代之后
- Finished, // 渲染角色之后(所有lens effect结束)
+ BeforeIterate, // 迭代之前
+ Iterate, // 迭代renderer
+ AfterIterate, // 迭代之后
+ FinishRender, // 渲染角色之后(所有lens effect结束)
}
public abstract ERenderingEvent renderingEvents { get; }
@@ -31,7 +31,7 @@ public abstract class LensEffectBase public UnitController owner;
#endregion
- private static MaterialEntry _ClaimMaterial(string shader)
+ private static MaterialEntry ClaimMaterial(string shader)
{
List<MaterialEntry> mats;
if (m_MaterailPool.TryGetValue(shader, out mats) && mats.Count > 0)
@@ -47,7 +47,7 @@ public abstract class LensEffectBase return entry;
}
- private static void _ReleaseMaterial(MaterialEntry entry)
+ private static void ReleaseMaterial(MaterialEntry entry)
{
List<MaterialEntry> mats;
if (!m_MaterailPool.TryGetValue(entry.shader, out mats))
@@ -58,24 +58,18 @@ public abstract class LensEffectBase mats.Add(entry);
} - protected MaterialEntry ClaimMaterial(string shader)
+ protected MaterialEntry GetTempMaterial(string shader)
{
- MaterialEntry entry = _ClaimMaterial(shader);
+ MaterialEntry entry = ClaimMaterial(shader);
m_InUseMaterials.Add(entry);
return entry;
} - protected void ReleaseMaterial(MaterialEntry entry)
- {
- m_InUseMaterials.Remove(entry);
- _ReleaseMaterial(entry);
- } - protected void ReleaseAllInUsedMaterials()
{
for(int i = 0; i < m_InUseMaterials.Count; ++i)
{
- _ReleaseMaterial(m_InUseMaterials[i]);
+ ReleaseMaterial(m_InUseMaterials[i]);
}
m_InUseMaterials.Clear();
} |