69 lines
1.5 KiB
C#
69 lines
1.5 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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public class FoliageDetailDistance : MonoBehaviour
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{
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public List<MeshRenderer> allBushRenderers = new List<MeshRenderer>();
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private float updateInterval;
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private int bushIndex;
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private Coroutine updateBushesLODCoroutine;
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public Material highDetailMaterial;
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public Material lowDetailMaterial;
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public Transform localPlayerTransform;
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private void Start()
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{
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GameObject[] array = GameObject.FindGameObjectsWithTag("Bush");
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for (int i = 0; i < array.Length; i++)
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{
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MeshRenderer component = array[i].GetComponent<MeshRenderer>();
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if ((bool)component)
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{
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allBushRenderers.Add(component);
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}
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}
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localPlayerTransform = Object.FindObjectOfType<StartOfRound>().localPlayerController.transform;
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}
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private void Update()
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{
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if (localPlayerTransform == null)
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{
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return;
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}
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if (updateInterval >= 0f)
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{
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updateInterval -= Time.deltaTime;
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}
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else if (bushIndex < allBushRenderers.Count)
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{
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if (allBushRenderers[bushIndex] == null)
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{
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return;
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}
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if (Vector3.Distance(localPlayerTransform.position, allBushRenderers[bushIndex].transform.position) > 75f)
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{
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if (allBushRenderers[bushIndex].material != lowDetailMaterial)
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{
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allBushRenderers[bushIndex].material = lowDetailMaterial;
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}
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}
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else if (allBushRenderers[bushIndex].material != highDetailMaterial)
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{
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allBushRenderers[bushIndex].material = highDetailMaterial;
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}
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bushIndex++;
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}
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else
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{
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bushIndex = 0;
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updateInterval = 1f;
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}
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}
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}
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