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

// 角色渲染
[DisallowMultipleComponent]
public class UnitRender : UnitComponent
{
    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;
        }
    }

}