Created
January 9, 2019 06:36
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PortraitRender.cs
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private void RenderPortrait() | |
{ | |
if (regiment == null) | |
return; | |
// TODO: portrait to config | |
var first = regiment.xGetFirstNonNullUnit(); | |
if (first == null) | |
return; | |
var rendererCenter = Vector3.zero; | |
var rendererLargest = 0.0f; | |
var renderers = first.gameObject.GetComponentsInChildren<Renderer>(); | |
var layers = new Dictionary<Renderer, LayerMask>(); | |
foreach (var renderer in renderers) | |
{ | |
layers.Add(renderer, renderer.gameObject.layer); | |
renderer.gameObject.layer = LayerMask.NameToLayer("Portrait"); | |
rendererCenter += renderer.bounds.center; | |
rendererLargest = renderer.bounds.size.magnitude; | |
} | |
rendererCenter /= Mathf.Max(1.0f, (float)renderers.Length); | |
var firstLayer = first.gameObject.layer; | |
first.gameObject.layer = LayerMask.NameToLayer("Portrait"); | |
portraitCamera.gameObject.SetActive(true); | |
var camPos = rendererCenter + regiment.centerTransform.forward * rendererLargest * 1.2f; | |
var camLook = rendererCenter; | |
portraitCamera.transform.position = camPos; | |
portraitCamera.transform.LookAt(camLook); | |
portraitCamera.targetTexture = portraitRT; | |
portraitCamera.Render(); | |
RenderTexture.active = portraitRT; | |
portraitTexture.ReadPixels(new Rect(0, 0, 128, 128), 0, 0, true); | |
portraitTexture.Apply(true, false); | |
RenderTexture.active = null; | |
portraitCamera.targetTexture = null; | |
portraitCamera.gameObject.SetActive(false); | |
portraitSprite = Sprite.Create(portraitTexture, new Rect(0, 0, 128, 128), Vector2.zero); | |
imagePortrait.sprite = portraitSprite; | |
imagePortrait.overrideSprite = portraitSprite; | |
first.gameObject.layer = firstLayer; | |
foreach (var renderer in renderers) | |
renderer.gameObject.layer = layers[renderer]; | |
} |
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