少年修仙传客户端代码仓库
hch
2025-06-12 204ef05a831c9484e2abc561d27ecbff7c797453
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//
// DrawSceneObject.cs
//
// Dynamic Shadow Projector
//
// Copyright 2015 NYAHOON GAMES PTE. LTD. All Rights Reserved.
//
 
using UnityEngine;
using System.Collections;
 
namespace DynamicShadowProjector {
    [ExecuteAlways]
    [DisallowMultipleComponent]
    [RequireComponent(typeof(ShadowTextureRenderer))]
    public class DrawSceneObject : MonoBehaviour {
        // serialize fields
        [SerializeField]
        private Shader m_replacementShader;
        [SerializeField]
        private LayerMask m_cullingMask;
 
        // public property
        public Shader replacementShader
        {
            get { return m_replacementShader; }
            set    {
                m_replacementShader = value;
                shadowTextureRenderer.SetReplacementShader(m_replacementShader, "RenderType");
            }
        }
        public LayerMask cullingMask
        {
            get { return m_cullingMask; }
            set {
                m_cullingMask = value;
                if (shadowTextureRenderer.isProjectorVisible) {
                    shadowTextureRenderer.cameraCullingMask = value;
                }
            }
        }
 
        private ShadowTextureRenderer m_shadowTextureRenderer;
        public ShadowTextureRenderer shadowTextureRenderer
        {
            get {
                if (m_shadowTextureRenderer == null) {
                    m_shadowTextureRenderer = GetComponent<ShadowTextureRenderer>();
                }
                return m_shadowTextureRenderer;
            }
        }
 
        void OnValidate()
        {
            shadowTextureRenderer.SetReplacementShader(m_replacementShader, "RenderType");
            if (shadowTextureRenderer.isProjectorVisible) {
                shadowTextureRenderer.cameraCullingMask = m_cullingMask;
            }
        }
 
        void OnEnable()
        {
            shadowTextureRenderer.cameraCullingMask = m_cullingMask;
            shadowTextureRenderer.SetReplacementShader(m_replacementShader, "RenderType");
        }
 
        void OnDisable()
        {
            shadowTextureRenderer.cameraCullingMask = 0;
            shadowTextureRenderer.SetReplacementShader(null, null);
        }
 
        void OnVisibilityChanged(bool isVisible)
        {
            if (isVisible) {
                shadowTextureRenderer.cameraCullingMask = m_cullingMask;
            }
            else {
                shadowTextureRenderer.cameraCullingMask = 0;
            }
        }
    }
}