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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// 角色渲染
[DisallowMultipleComponent]
public class UnitRender : UnitComponent
{
public IBodyRendererAgent body { get { return m_Body; } }
private IBodyRendererAgent m_Body;
public Renderer mainRenderer
{
get
{
if (this.owner.unitDetail == null)
return null;
return m_Body.mainRenderer.renderer;
}
}
public override void Initialize()
{
base.Initialize();
}
public override void OnPostInitialize()
{
base.OnPostInitialize();
m_Body = owner.unitDetail as IBodyRendererAgent;
}
public void SetVisibilityInMainCamera(bool isVisible)
{
LayerMask mask = LayerMask.GetMask("PlayerCharacter");
if (!isVisible)
{
//SceneManager.Instance.mainCamera.cullingMask &= ~mask.value;
}
else
{
//SceneManager.Instance.mainCamera.cullingMask |= mask.value;
}
}
public void SetVisibilityInAllCameras(bool isVisible)
{
if (mainRenderer == null)
return;
if (isVisible)
{
//mainRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;
}
else
{
//mainRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly;
}
}
}
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